ArticleJMIR serious games2023
Research Status and Emerging Trends in Virtual Reality Rehabilitation: Bibliometric and Knowledge Graph Study.
Article in JMIR serious games, 2023. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 9 papers.
What it found
Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.
The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.
The trial behind it
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.
Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.
Who cites it
9 citing papers in PubMed.
- ThrombUS+ Project: Toward Wearable Continuous Point-of-Care Monitoring for Deep Vein Thrombosis of the Lower Limb.Computational and structural biotechnology journal · 2026Article
- MightyU - A portable sensor-based video game application for exercise training of children and adolescents with cerebral palsy.PloS one · 2026Article
- Research Status and Trends in Virtual Reality Technology for Older Adults: Bibliometric and Visual Analysis.JMIR aging · 2025Article
- Mapping Hot Spots and Global Research Trends in Exergaming Between 1997 and 2024: Bibliometric Analysis.Interactive journal of medical research · 2025Article
- The Effects of Virtual Reality Training on Post-Stroke Upper and Lower Limb Function: A Meta-Analysis.Brain & NeuroRehabilitation · 2025Article
- Virtual Reality-Based Neurorehabilitation Support Tool for People With Cognitive Impairments Resulting From an Acquired Brain Injury: Usability and Feasibility Study.JMIR neurotechnology · 2024Article
- An exploration of knowledge-organizing technologies to advance transdisciplinary back pain research.JOR spine · 2023Article
- Limitations and solutions of low cost virtual reality mirror therapy for post-stroke patients.Scientific reports · 2023Article
- Overground to omnidirectional: Spatiotemporal and muscle activation pattern adaptations across walking modalities, virtual reality, and pace constraints.Journal of rehabilitation and assistive technologies engineeringArticle
Corrections and comments
PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.
Authors and funding
5 authors.
Funding
No grant is acknowledged in the PubMed record.
Abstract
backgroundVirtual reality (VR) technology has been widely used in rehabilitation training because of its immersive, interactive, and imaginative features. A comprehensive bibliometric review is required to help researchers focus on future directions based on the new definitions of VR technologies in rehabilitation, which reveal new situations and requirements.
objectiveHerein, we aimed to summarize effective research methods for and potential innovative approaches to VR rehabilitation by evaluating publications from various countries to encourage research on efficient strategies to improve VR rehabilitation.
methodsThe SCIE (Science Citation Index Expanded) database was searched on January 20, 2022, for publications related to the application of VR technology in rehabilitation research. We found 1617 papers, and we created a clustered network, using the 46,116 references cited in the papers. CiteSpace V (Drexel University) and VOSviewer (Leiden University) were used to identify countries, institutions, journals, keywords, cocited references, and research hot spots.
resultsA total of 63 countries and 1921 institutes have contributed publications. The United States of America has taken the leading position in this field; it has the highest number of publications; the highest h-index; and the largest collaborative network, which includes other countries. The reference clusters of SCIE papers were divided into the following nine categories: kinematics, neurorehabilitation, brain injury, exergames, aging, motor rehabilitation, mobility, cerebral palsy, and exercise intensity. The research frontiers were represented by the following keywords: video games (2017-2021), and young adults (2018-2021).
conclusionsOur study comprehensively assesses the current research state of VR rehabilitation and analyzes the current research hot spots and future trends in the field, with the aims of providing resources for more intensive investigation and encouraging more researchers to further develop VR rehabilitation.
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What OpenQuestion holds
Registered trials
Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.