SynthesisThe Cochrane database of systematic reviews2025
Virtual reality for stroke rehabilitation.
Synthesis in The Cochrane database of systematic reviews, 2025. The graph could read no effect estimate from its abstract, so it casts no vote on the map. It is linked to trial NCT07534124 (Non-Immersive Virtual Reality), which is not on this map. Cited by 41 papers, 6 of them syntheses 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.
Non-Immersive Virtual Reality (MindMotion™ GO) Improves Upper Limb Motor Function in Chronic Left MCA Stroke: A Randomized Controlled Trial
Who cites it
41 citing papers in PubMed, 6 syntheses or guidelines pooled it.
- Comparative Effectiveness of Noninvasive Brain-Computer Interface-Based Interventions for Upper Limb Rehabilitation in Poststroke Hemiplegia: Systematic Review and Network Meta-Analysis of Randomized Controlled Trials.Journal of medical Internet research · 2026Pooled it
- The effectiveness of virtual reality/motion-sensing games incorporating swing-based elements on upper limb function after stroke: a systematic review and meta-analysis.BMC neurology · 2026Pooled it
- Effects of Virtual Reality-Based Interventions for Promoting Physical Activity in Patients With Heart Failure: Systematic Review.Journal of medical Internet research · 2026Pooled it
- Pooled it
- Comparative efficacy of virtual reality, robotics, and brain-computer interface interventions for upper limb rehabilitation after stroke: a systematic review and network meta-analysis.Frontiers in neurology · 2026Pooled it
- Vibrotactile stimulation for upper-limb neurorehabilitation and sensorimotor training: a systematic review of clinical and mechanistic evidence.Frontiers in bioengineering and biotechnology · 2026Pooled it
- Action Observation Combined With Virtual Reality Promotes Motor Recovery After Stroke: A Randomized Controlled Trial.Stroke · 2026Trial
- Clinical efficacy and cortical network modulation of a multimodal sensory feedback upper-limb rehabilitation robot for post-stroke upper-limb recovery: a randomized controlled trial.Frontiers in neurology · 2026Trial
- A Multimodal Therapist-Supervised Robotic Gait-Training Platform with Phase-Synchronized Infrared Thermal Biofeedback: A Concept-Level Technical and Translational Healthcare Framework.Healthcare (Basel, Switzerland) · 2026Article
- Structured Digital Device Instruction for Older Adults With Stroke During Convalescent Rehabilitation: Prospective Feasibility Study.JMIR formative research · 2026Article
- Virtual Reality-Assisted Rehabilitation for Adolescents with Cerebral Palsy: A Systematic Review and Meta-Analysis.Journal of clinical medicine · 2026Review
- Virtual Reality Training for Post-Stroke Upper Limb Hemiparesis.Neurology international · 2026Review
- Digital Health Approaches to Geriatric Rehabilitation: A Narrative Paper.Annals of rehabilitation medicine · 2026Article
- The Moderating Role of Virtual Arm Embodiment for Upper Limb Rehabilitation in Stroke Patients with Proprioceptive Deficit: A Pilot Study.Behavioral sciences (Basel, Switzerland) · 2026Article
- Global Trends in Virtual Reality Research on Motor Rehabilitation from 2005 to 2025: A Bibliometric Analysis.Healthcare (Basel, Switzerland) · 2026Review
- Article
- Game Customization and Pace Effects on Movement Performance and the User Experience During Serious Games for Balance Among People After a Stroke: Cross-Sectional Repeated Measures Study.JMIR serious games · 2026Article
- Opportunities and Concerns of Gamified, Extended Reality for Home-Based Motor Rehabilitation for Children With Brain Injury: Qualitative Case Study on Design Elements Related to the Engagement and Fatigue Perspectives.Journal of medical Internet research · 2026Article
- Barriers and Facilitators to the 3 Sides of Extended Reality-Rehabilitation Adoption: Scoping Review.Journal of medical Internet research · 2026Article
- Older Adults' Experiences of Commercial Virtual Reality for Stroke Rehabilitation: A Mixed-Methods Study.Medicina (Kaunas, Lithuania) · 2026Article
Corrections and comments
- Update of
Authors and funding
7 authors.
Funding
No grant is acknowledged in the PubMed record.
Abstract
rationaleVirtual reality applications have emerged as a treatment approach in stroke rehabilitation, with the first randomised trial published in 2004. A wide range of applications have been tested in research studies and adopted in clinical practice, from non-immersive, non-customised, interactive game-based applications to immersive applications specifically designed for rehabilitation settings. This is an update of a Cochrane review first published in 2011 and then again in 2015 and 2017.
objectivesPrimary objective: to assess the effects of virtual reality compared with an alternative intervention or no intervention for upper limb function and activity in people after stroke. SECONDARY
objectivesto assess the effects of virtual reality compared with an alternative intervention or no intervention on gait and balance, global motor function, cognitive function, activity limitation, participation restriction and quality of life, and adverse events in people after stroke. SEARCH
methodsWe searched the Cochrane Stroke Group Trials Register, CENTRAL, MEDLINE, Embase, and four additional databases. We also searched trials registries up to September 2023. ELIGIBILITY CRITERIA: We included randomised trials in adults after stroke comparing virtual reality (an advanced form of human-computer interface that allows the user to 'interact' with a computer-generated environment in a naturalistic fashion) with alternative or usual care. We excluded studies that compared two different types of virtual reality without an alternative group and studies of participants with mixed aetiology (e.g. participants with acquired brain injury) unless data were available relating to people with stroke only. OUTCOMES: The critical outcome of interest was upper limb function and activity. Important outcomes included mobility outcomes (gait speed, balance), global cognitive function, activity limitation, participation restriction and quality of life, and adverse events. RISK OF BIAS: We used the Cochrane RoB 1 tool to assess risk of bias. SYNTHESIS
methodsWe conducted meta-analysis using a fixed-effect model to calculate the standardised mean difference (SMD) and 95% confidence intervals (CI) for the critical outcome. We assessed the certainty of the evidence using GRADE. INCLUDED STUDIES: We included 190 trials involving a total of 7188 participants, of which 119 studies are newly included in the current update. The majority of studies were small, with only 36 (19%) studies involving more than 50 participants, and the largest study recruiting 152 participants. Interventions varied in terms of both the goals of treatment and the virtual reality applications used. Control groups usually received the same amount of an alternative form of therapy. In many studies risk of bias was unclear due to poor reporting. Thus, while there is a very large number of randomised controlled trials included in the review, the evidence remains mostly low or moderate certainty when rated using the GRADE system. SYNTHESIS OF
resultsWhen comparing virtual reality with alternative therapy approaches, results suggest that virtual reality may be beneficial in slightly improving upper limb function and activity (SMD 0.20, 95% CI 0.12 to 0.28; 67 studies, 2830 participants; low-certainty evidence). When compared with alternative therapy approaches, virtual reality may have little to no effect on gait speed, but the evidence is very uncertain (10 studies, 304 participants; very low-certainty evidence). Compared to alternative therapy approaches, virtual reality may be slightly beneficial for balance (SMD 0.26, 95% CI 0.12 to 0.40; 24 studies, 871 participants; low-certainty evidence) and probably reduces activity limitation (SMD 0.21, 95% CI 0.11 to 0.32; 33 studies, 1495 participants; moderate-certainty evidence). However, there may be little to no effect on participation and quality of life (SMD 0.11, 95% CI -0.02 to 0.24; 16 studies, 963 participants; low-certainty evidence). The addition of virtual reality to usual care or rehabilitation (resulting in an increased amount of time spent in therapy for those in the intervention group) probably increases upper limb function and activity compared to usual care alone (SMD 0.42, 95% CI 0.26 to 0.58; 21 studies, 689 participants; moderate-certainty evidence). However, there may be no apparent benefit in gait speed, but the evidence is very uncertain (3 studies, 57 participants; very low-certainty evidence). Virtual reality in addition to usual care may be beneficial for balance (SMD 0.68, 95% CI 0.46 to 0.91; 12 studies, 321 participants; low-certainty evidence) and is probably beneficial for activity limitation (SMD 0.22, 95% CI 0.04 to 0.41; 15 studies, 513 participants; moderate-certainty evidence). The evidence suggests that virtual reality in addition to usual care may not have a beneficial effect on participation and quality of life (2 studies, 76 participants; low-certainty evidence). Fifty-nine studies in this review reported that they monitored for adverse events; across these studies there were few adverse events, and those reported were relatively mild. AUTHORS'
conclusionsWe found moderate- to low-certainty evidence that the use of virtual reality and interactive video gaming is slightly more beneficial than alternative therapy approaches in improving upper limb function, balance, and activity limitation. Furthermore, greater benefits were seen for upper limb function when virtual reality was used in addition to usual care (to increase overall therapy time). There was mixed evidence on the effects on mobility outcomes including gait speed, and insufficient evidence to reach any conclusions about the effect of virtual reality and interactive video gaming on participation restriction and quality of life.
fundingThis Cochrane review had no dedicated funding. REGISTRATION: Protocol: doi.org/10.1002/14651858.CD008349 Original review (2011): doi.org/10.1002/14651858.CD008349.pub2 Review update (2015): doi.org/10.1002/14651858.CD008349.pub3 Review update (2017): doi.org/10.1002/14651858.CD008349.pub4.
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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.