ArticleNPJ digital medicine2025
Immersive virtual reality for functional hand and finger rehabilitation: results from a randomized controlled trial in 150 patients after traumatic hand injuries.
Article in NPJ digital medicine, 2025. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 1 paper.
What it found
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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.
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Who cites it
1 citing paper in PubMed.
Corrections and comments
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Authors and funding
7 authors.
Funding
Abstract
Traumatic hand injuries frequently result in prolonged functional impairment. Adherence to conventional rehabilitation is frequently limited by pain, fatigue, and low engagement. Virtual reality systems may increase training volume, but many rely on handheld controllers and lack integration. StableHandVR is an immersive, gamified VR application using optical hand tracking for task-oriented functional hand and finger rehabilitation. In a single-center randomized controlled trial, 150 inpatients undergoing rehabilitation after traumatic hand injuries were assigned to either the StableHandVR intervention (n = 75) or an active control (n = 75) performing untargeted hand exercises during passive 360° VR exposure. Both groups completed 12 supervised sessions over three weeks. The primary outcome was active range of hand motion (ROM); secondary outcomes included thumb opposition (Kapandji), grip strength, upper-limb function (DASH), pain (NRS), quality of life (SF-36), usability (SUS), intrinsic motivation (IMI), and training adherence. The intervention group achieved significantly greater gains in wrist ROM (+27.8° vs. +17.3°; p < 0.001), and thumb opposition (p = 0.04). Pain during movement decreased in both groups. Patients using StableHandVR voluntarily exceeded the prescribed training volume by 63%, reporting higher perceived effort (p < 0.001), usefulness (p = 0.018), and excellent usability (SUS = 85.3). StableHandVR was found to enhance motor recovery, engagement, and adherence, supporting its integration into clinical rehabilitation pathways.
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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.