Evidence map›Paper›PMID 39825410›Full record

Trial reportJournal of neuroengineering and rehabilitation2025

Myoelectric pattern recognition with virtual reality and serious gaming improves upper limb function in chronic stroke: a single case experimental design study.

Maria Munoz-Novoa, Morten B Kristoffersen, Katharina S Sunnerhagen, Autumn Naber, Max Ortiz-Catalan, Margit Alt Murphy

Registry-linked trialAbstract readClinical Trial
In one paragraph

Trial report in Journal of neuroengineering and rehabilitation, 2025. The graph could read no effect estimate from its abstract, so it casts no vote on the map. It is linked to trial NCT04154371 (Electromyography-controlled Virtual Reality and Serious Gaming to Improve Upper Extremity Function in Chronic Stroke Patients), which is not on this map. Cited by 6 papers.

0numbers the graph read from it
0cells of the map it votes in
6citing papers in PubMed
–field-weighted citation impact
1 · What the graph read from 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.

2 · The registry

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.

NCT04154371 naunknown statusnot on this map

Electromyography-controlled Virtual Reality and Serious Gaming to Improve Upper Extremity Function in Chronic Stroke Patients

TypeinterventionalSponsorChalmers University of TechnologyRan2019 to 2022Enrolled6ConditionsStroke, Upper Extremity DysfunctionArmsElectromyography-controlled virtual and augmented reality using serious gaming
3 · Its place in the literature

Who cites it

6 citing papers in PubMed.

  1. Article
  2. Article
  3. Review
  4. Article
  5. Article
  6. Review
4 · The record

Corrections and comments

PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.

5 · Who and what money

Authors and funding

6 authors.

Maria Munoz-NovoaDepartment of Clinical Neuroscience, Institute of Neuroscience and Physiology, Sahlgrenska Academy, University of Gothenburg, Vita Stråket 12, Floor 4, 41346, Gothenburg, Sweden. maria.munoz.novoa@neuro.gu.se.
Morten B KristoffersenCenter for Bionics and Pain Research, Mölndal, Sweden.
Katharina S SunnerhagenDepartment of Clinical Neuroscience, Institute of Neuroscience and Physiology, Sahlgrenska Academy, University of Gothenburg, Vita Stråket 12, Floor 4, 41346, Gothenburg, Sweden.
Autumn NaberCenter for Bionics and Pain Research, Mölndal, Sweden.
Max Ortiz-Catalan *Center for Bionics and Pain Research, Mölndal, Sweden.
Margit Alt Murphy *Department of Clinical Neuroscience, Institute of Neuroscience and Physiology, Sahlgrenska Academy, University of Gothenburg, Vita Stråket 12, Floor 4, 41346, Gothenburg, Sweden.

Funding

ALF agreement ALFGBG-826331ALF agreement ALFGBG-879111ALF agreement ALFGBG-942914ALF agreement ALFGBG-965508IngaBritt och Arne Lundbergs Forskningsstiftelse 2020-0Stiftelsen Promobilia 19500Swedish Society for Medical Research S19-0074Vetenskapsrådet 2020-04817
6 · The paper itself

Abstract

backgroundMyoelectric pattern recognition (MPR) combines multiple surface electromyography channels with a machine learning algorithm to decode motor intention with an aim to enhance upper limb function after stroke. This study aims to determine the feasibility and preliminary effectiveness of a novel intervention combining MPR, virtual reality (VR), and serious gaming to improve upper limb function in people with chronic stroke.

methodsIn this single case experimental A-B-A design study, six individuals with chronic stroke and moderate to severe upper limb impairment completed 18, 2 h sessions, 3 times a week. Repeated assessments were performed using the Fugl-Meyer Assessment of Upper Extremity (FMA-UE), Action Research Arm Test (ARAT), grip strength, and kinematics of the drinking task at baseline, during, and post intervention. The results were analyzed by using visual analysis and Tau-U statistics.

resultsAll participants improved upper limb function assessed by FMA-UE (Tau-U 0.72-1.0), and five out of six improved beyond the minimal clinical important difference (MCID). Four participants improved ARAT and grip strength scores (Tau-U 0.84-1.0), with one reaching the MCID for ARAT. Three out of four participants in the kinematic analysis achieved improvements beyond the MCID in movement time and smoothness, two with a Tau-U > 0.90, and two participants improved trunk displacement beyond the MCID (Tau-U 0.68). Most participants showed some deterioration in the follow-up phase.

conclusionsMPR combined with VR and serious gaming is a feasible and promising intervention for improving upper limb function in people with chronic stroke.

trial registrationClinicalTrials.gov, reference number NCT04154371.

Indexed as

ElectromyographyPattern Recognition, AutomatedStrokeStroke RehabilitationUpper ExtremityVideo GamesVirtual RealityAdultAgedBiomechanical PhenomenaChronic DiseaseFemaleHand StrengthHumansMaleMiddle AgedElectromyographyMyoelectric pattern recognitionRehabilitationStrokeUpper limb functionVirtual reality

Identifiers

PMID39825410
PMCPMC11742229

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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.