ArticleJournal of neuroengineering and rehabilitation2023
Immersive virtual reality gameplay detects visuospatial atypicality, including unilateral spatial neglect, following brain injury: a pilot 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. Cited by 9 papers, 1 of them a synthesis that pooled it.
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Who cites it
9 citing papers in PubMed, 1 synthesis or guideline pooled it, 17 citations in OpenAlex.
- The impact of virtual reality exercise on motor function, balance and gait function, and cognitive function in stroke patients: an umbrella review of systematic reviews and meta-analyses.Frontiers in sports and active living · 2026Pooled it
- Immersive Virtual Reality in Neuropsychological Assessment of Acquired Brain Injury: a Systematic Review and Meta-Analysis.Neuropsychology review · 2026Review
- Rewiring Attention: Virtual Reality and Brain-Computer Interfaces in the Rehabilitation of Unilateral Spatial Neglect.Journal of clinical medicine · 2026Review
- Involvement of the Posterior Visual Pathway Correlates With Higher-Order Visual Impairment in Childhood Stroke Participants Detected by Virtual Reality/Eye-Tracking Paradigm.Pediatric neurology · 2026Article
- Tools and methods for assessing the usability and related aspects of usability of extended reality and telerehabilitation technologies in stroke rehabilitation: a scoping review.Journal of neuroengineering and rehabilitation · 2025Review
- Digital Innovations for Clinical Assessment in Acquired Brain Injury: Scoping Review.Journal of medical Internet research · 2025Article
- Is Virtual Reality Orientation Therapy Useful to Optimize Cognitive and Behavioral Functioning Following Severe Acquired Brain Injury? An Exploratory Study.Brain sciences · 2024Article
- Immersive Virtual Reality for Treatment of Unilateral Spatial Neglect via Eye-Tracking Biofeedback: RCT Protocol and Usability Testing.Brain sciences · 2024Article
- Virtual reality gameplay classification illustrates the multidimensionality of visuospatial neglect.Brain communications · 2024Article
Corrections and comments
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Authors and funding
9 authors at 4 institutions in 1 country.
Funding
Abstract
backgroundIn neurorehabilitation, problems with visuospatial attention, including unilateral spatial neglect, are prevalent and routinely assessed by pen-and-paper tests, which are limited in accuracy and sensitivity. Immersive virtual reality (VR), which motivates a much wider (more intuitive) spatial behaviour, promises new futures for identifying visuospatial atypicality in multiple measures, which reflects cognitive and motor diversity across individuals with brain injuries.
methodsIn this pilot study, we had 9 clinician controls (mean age 43 years; 4 males) and 13 neurorehabilitation inpatients (mean age 59 years; 9 males) recruited a mean of 41 days post-injury play a VR visual search game. Primary injuries included 7 stroke, 4 traumatic brain injury, 2 other acquired brain injury. Three patients were identified as having left sided neglect prior to taking part in the VR. Response accuracy, reaction time, and headset and controller raycast orientation quantified gameplay. Normative modelling identified the typical gameplay bounds, and visuospatial atypicality was defined as gameplay beyond these bounds.
resultsThe study found VR to be feasible, with only minor instances of motion sickness, positive user experiences, and satisfactory system usability. Crucially, the analytical method, which emphasized identifying 'visuospatial atypicality,' proved effective. Visuospatial atypicality was more commonly observed in patients compared to controls and was prevalent in both groups of patients-those with and without neglect.
conclusionOur research indicates that normative modelling of VR gameplay is a promising tool for identifying visuospatial atypicality after acute brain injury. This approach holds potential for a detailed examination of neglect.
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