ArticleJournal of neuroengineering and rehabilitation2023
Fully immersive virtual reality exergames with dual-task components for patients with Parkinson's disease: a feasibility study.
Article in Journal of neuroengineering and rehabilitation, 2023. The graph could read no effect estimate from its abstract, so it casts no vote on the map. It is linked to trial NCT04787549 (Effect of Cognitively Challenging Exergames Using Fully Immersive Virtual Reality in Patients With Parkinson's Disease), which is not on this map. Cited by 24 papers, 1 of them a synthesis that pooled it.
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.
Effect of Cognitively Challenging Exergames Using Fully Immersive Virtual Reality in Patients With Parkinson's Disease: A Pilot Study
Who cites it
24 citing papers in PubMed, 1 synthesis or guideline pooled it, 43 citations in OpenAlex.
- [Effects on cognitive processes of dual-task training in people with Parkinson's disease: a systematic review].Revista de neurologia · 2024Pooled it
- Personalized, physiotherapist-guided exercise programs in JIA: home-based vs. immersive virtual reality (JiaFitXR).Rheumatology (Oxford, England) · 2026Trial
- Impact of sensorimotor mismatch on virtual reality sickness and user experience: age-related differences in a randomized trial.Journal of neuroengineering and rehabilitation · 2025Trial
- Effects of immersive gamification technology on the physical function of people with Parkinson's disease: a scoping review.Journal of neural transmission (Vienna, Austria : 1996) · 2026Review
- Feasibility and Immediate Effects of Dynamic Exercise Using Mixed Reality for Balance Improvement in Older Adults and Individuals With Neurologic Disorders.Archives of rehabilitation research and clinical translation · 2026Article
- Feasibility and Usability of Immersive Virtual Reality Exergames for Patients With Parkinson's Disease: A Pilot Study.Annals of rehabilitation medicine · 2026Article
- Design and validation of an immersive virtual rehabilitation system for individuals with vestibular disorders: A feasibility study.PloS one · 2026Article
- Whose time is a body allowed? Virtual reality, aging, and temporal justice.Frontiers in public health · 2026Article
- Article
- Reliability and validity of virtual reality box & block test in healthy adults and patients with stroke: a prospective, multi-center, exploratory, cross-sectional study.Journal of neuroengineering and rehabilitation · 2025Article
- Exploring the Effectiveness of Immersive Virtual Reality Rehabilitation for Parkinson's Disease: A Narrative Review.Journal of clinical medicine · 2025Review
- Mapping Hot Spots and Global Research Trends in Exergaming Between 1997 and 2024: Bibliometric Analysis.Interactive journal of medical research · 2025Article
- Effects of Immersive Virtual Reality on Balance in People With Parkinson's Disease: A Case Series.Cureus · 2025Article
- The overlooked role of exergames in cognitive-motor neurorehabilitation: a systematic review.NPJ digital medicine · 2025Article
- Gamification Integration in Technological Devices for Motor Rehabilitation in Parkinson Disease: Scoping Review.JMIR serious games · 2025Review
- Virtual reality motor sensing exercise in patients with Parkinson's disease: a scoping review.Frontiers in rehabilitation sciences · 2025Review
- What are the virtual reality solutions for dual-task intervention to promote health in aging? A scoping review.Frontiers in human neuroscience · 2025Review
- A Review of Recent Advances in Cognitive-Motor Dual-Tasking for Parkinson's Disease Rehabilitation.Sensors (Basel, Switzerland) · 2024Review
- The IntegraPark Study: An Opportunity to Facilitate High-Intensity Exercise with Immersive Virtual Reality in Parkinson's Disease Patients.Journal of functional morphology and kinesiology · 2024Article
- A gamified virtual environment intervention for gait rehabilitation in Parkinson's Disease: co-creation and feasibility study.Journal of neuroengineering and rehabilitation · 2024Article
Corrections and comments
PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.
Authors and funding
4 authors at 2 institutions in 1 country.
Funding
No grant is acknowledged in the PubMed record.
Abstract
backgroundDual-task training in Parkinson's disease (PD) improves spatiotemporal gait parameters, cognition, and quality of life. Virtual reality (VR) has been used as a therapeutic tool for patients to participate in activities in a safe environment, engage in multisensory experiences, and improve motivation and interest in rehabilitation. This study aimed to investigate the feasibility of fully immersive VR exergames with dual-task components in patients with PD.
methodsWe developed VR exergames (go/no-go punch game, go/no-go stepping game, and number punch game) to improve habitual behavior control using motor-cognitive dual-task performance in patients with PD. The participants underwent 10 sessions 2-3 times a week, consisting of 30 min per session. The Unified Parkinson's Disease Rating Scale, Timed Up and Go test (TUG) under single- and dual-task (cognitive and physical) conditions, Berg balance scale (BBS), Stroop test, trail-making test, and digit span were evaluated before and after intervention. The Simulator Sickness Questionnaire (SSQ) was used to assess VR cybersickness. Usability was assessed using a self-reported questionnaire.
resultsTwelve patients were enrolled and completed the entire training session. The mean age of participants was 73.83 ± 6.09 years; mean disease duration was 128.83 ± 76.96 months. The Hoehn and Yahr stages were 2.5 in seven patients and 3 in five patients. A significant improvement was observed in BBS and Stroop color-word test (p = 0.047 and p = 0.003, respectively). TUG time and dual-task interferences showed positive changes, but these changes were not statistically significant. The median SSQ total score was 28.05 (IQR: 29.92), 13.09 (IQR: 11.22), and 35.53 (IQR: 52.36) before, after the first session, and after the final session, respectively; the differences were not significant. Overall satisfaction with the intervention was 6.0 (IQR: 1.25) on a 7-point Likert-type scale.
conclusionsFully immersive VR exergames combined with physical and cognitive tasks may be used for rehabilitation of patients with PD without causing serious adverse effects. Furthermore, the exergames using dual-task components improved executive function and balance. Further development of VR training content may be needed to improve motor and dual-task performances. Trial registration NCT04787549 ( https://clinicaltrials.gov/ct2/show/NCT04787549 ).
Indexed as
Identifiers
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.