ArticleJMIR serious games2022
The Design, Development, and Testing of a Virtual Reality Device for Upper Limb Training in People With Multiple Sclerosis: Single-Center Feasibility Study.
Article in JMIR serious games, 2022. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 12 papers, 2 of them syntheses that pooled it.
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Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.
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Who cites it
12 citing papers in PubMed, 2 syntheses or guidelines pooled it.
- Exploring balance control mechanisms in people with multiple sclerosis in virtual reality environment: a systematic review.Journal of neuroengineering and rehabilitation · 2025Pooled it
- Comparison of the effectiveness of immersive and non-immersive virtual reality in the treatment of vertigo in patients with peripheral vestibular dysfunction: a systematic review and meta-analysis.Frontiers in neurology · 2025Pooled it
- Feasibility of exergaming for upper extremity rehabilitation in people with multiple sclerosis: prospective clinical trial.Acta neurologica Belgica · 2024Trial
- The size and behavior of virtual objects have influence on functional exercise and motivation of persons with multiple sclerosis: a randomized study.Scientific reports · 2022Trial
- Development of a Mixed-Reality Application for Volitional Step Training in People With Multiple Sclerosis: Cross-Sectional Qualitative User-Centered Co-Design Study.JMIR serious games · 2026Article
- A Virtual Reality Serious Game for the Rehabilitation of Hand and Finger Function: Iterative Development and Suitability Study.JMIR serious games · 2024Article
- Views of Specialist Clinicians and People With Multiple Sclerosis on Upper Limb Impairment and the Potential Role of Virtual Reality in the Rehabilitation of the Upper Limb in Multiple Sclerosis: Focus Group Study.JMIR serious games · 2024Article
- Virtual Reality Technology for Physical and Cognitive Function Rehabilitation in People With Multiple Sclerosis.Rehabilitation research and practice · 2024Review
- Robotic systems for upper-limb rehabilitation in multiple sclerosis: a SWOT analysis and the synergies with virtual and augmented environments.Frontiers in robotics and AI · 2024Review
- Virtual Reality for Upper Extremity Rehabilitation-A Prospective Pilot Study.Healthcare (Basel, Switzerland) · 2023Article
- An Immersive Virtual Kitchen Training System for People with Multiple Sclerosis: A Development and Validation Study.Journal of clinical medicine · 2023Article
- Management of multiple sclerosis fatigue in the digital age: from assessment to treatment.Frontiers in neuroscience · 2023Review
Corrections and comments
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Authors and funding
7 authors.
Funding
No grant is acknowledged in the PubMed record.
Abstract
backgroundMultiple sclerosis (MS) is a common nontraumatic, neurological, disabling disease that often presents with upper limb dysfunction. Exercise training has resulted in improvement for patients; however, there can be a lack of compliance due to access because of location and lack of MS experts. Virtual reality (VR) is a promising technology that can offer exercise therapy/rehabilitation at a distance. This type of remote training can be motivational and effective for patients with MS and can improve range of motion and muscle strength for those with upper limb dysfunction.
objectiveThe aim of this study is to evaluate the safety and feasibility of the XRHealth software and the Oculus Rift Station for patients with MS with upper limb motor dysfunction.
methodsA single-center, prospective, feasibility study was conducted with patients with MS who had upper limb motor dysfunction. Patients participated in a single 45-minute digital environment session with VR and completed a questionnaire about the quality of the training and fatigability. The clinician also completed a questionnaire to evaluate the suitability and safety of the training.
resultsOverall, 30 patients were enrolled between the ages of 20 and 81 years. Patients reported that the training sessions within the digital environment were helpful, challenging, fun, and simple to understand, and that they would be willing to repeat the sessions again. The physical therapist that oversaw the patients reported that the training was suitable for 87% (n=26) of the patients. Anticipated adverse events were fatigue, temporary dizziness, and temporary nausea. The operator complications included that the cable of the head-mounted display interrupted the training (n=2, 7%) and fatigue that caused cessation of the VR training session (n=2, 7%). No serious adverse events were reported.
conclusionsThese preliminary results demonstrated that the use of the XRHealth software and Oculus Rift Station platform is feasible, safe, and engaging for patients, and has the potential to improve the functionality of the upper limbs in patients with MS. This study provides support for future studies of implementing a series of training sessions with virtual reality in a home-based environment.
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