Trial reportNeurological sciences : official journal of the Italian Neurological Society and of the Italian Society of Clinical Neurophysiology2026
Efficacy and safety of immersive, sEMG-triggered virtual reality game training for post-stroke dysphagia: a randomized, single-blind, controlled trial.
Trial report in Neurological sciences : official journal of the Italian Neurological Society and of the Italian Society of Clinical Neurophysiology, 2026. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 1 paper, 1 of them a synthesis that pooled it.
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.
Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.
Who cites it
1 citing paper in PubMed, 1 synthesis or guideline pooled it.
- Video game-based interventions for post-stroke dysphagia: a systematic review and meta-analysis.Frontiers in neurology · 2026Pooled it
Corrections and comments
PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.
Authors and funding
10 authors.
Funding
Abstract
backgroundPost-stroke dysphagia (PSD) is a common and serious complication. Traditional rehabilitation for PSD is often hampered by low patient adherence due to its unengaging nature. This study aimed to evaluate the efficacy and safety of an immersive, surface electromyography (sEMG)-triggered virtual reality (VR) game training as an adjunctive therapy for patients with PSD.
methodsIn this prospective, randomized, single-blind, controlled trial, 60 patients with PSD were randomly assigned to an experimental group (n = 30) or a control group (n = 30). The control group received conventional swallowing therapy, while the experimental group received the same therapy plus sEMG-triggered immersive VR game training. Treatment was provided 5 times per week for 3 weeks. Outcomes included the Kubota Water Swallowing Test (WST), Standardized Swallowing Assessment (SSA), Functional Oral Intake Scale (FOIS), and sEMG root mean square (RMS) values.
resultsAfter 3 weeks, both groups showed significant improvement, with lower WST grades and SSA scores and higher FOIS levels and sEMG RMS values (all P < 0.05). The experimental group achieved significantly greater gains in WST, SSA, FOIS, and RMS values than the control group (all P < 0.05). The total effective rate was 86.67% in the experimental group and 73.33% in the control group, and the distribution of clinical efficacy categories differed significantly between the two groups (Z = 3.15, P = 0.002). No serious training-related adverse events occurred.
conclusionsImmersive, sEMG-triggered VR game training may be a safe and effective adjunct to conventional swallowing therapy for improving short-term swallowing-related outcomes in patients with PSD.
Indexed as
Identifiers
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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.