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Related Experiment Video

Updated: May 29, 2026

Mobile Game-based Virtual Reality Program for Upper Extremity Stroke Rehabilitation
05:52

Mobile Game-based Virtual Reality Program for Upper Extremity Stroke Rehabilitation

Published on: March 8, 2018

Virtual reality for stroke rehabilitation.

Kate E Laver1, Stacey George, Susie Thomas

  • 1Department of Rehabilitation and Aged Care, Flinders University, Repatriation General Hospitals, Daws Road, Daw Park, Adelaide, Australia, 5041.

The Cochrane Database of Systematic Reviews
|September 9, 2011
PubMed
Summary
This summary is machine-generated.

Virtual reality and interactive video gaming show promise for improving arm function and daily activities after stroke. However, more research is needed to confirm effects on grip strength, gait speed, and long-term benefits.

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Last Updated: May 29, 2026

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Area of Science:

  • Neuroscience
  • Rehabilitation Medicine
  • Human-Computer Interaction

Background:

  • Virtual reality (VR) and interactive video gaming are emerging as novel therapeutic tools in stroke rehabilitation.
  • Commercial gaming consoles are increasingly utilized in clinical settings, yet their efficacy remains under-investigated.

Purpose of the Study:

  • To systematically evaluate the impact of VR and interactive video gaming on upper limb, lower limb, and global motor function in post-stroke individuals.
  • To synthesize evidence from randomized and quasi-randomized controlled trials.

Main Methods:

  • A comprehensive literature search was conducted across multiple databases (Cochrane Stroke Group, CENTRAL, MEDLINE, EMBASE) up to March 2010.
  • Included randomized and quasi-randomized trials of VR interventions in adult stroke survivors, focusing on motor function outcomes.
  • Data extraction and risk of bias assessment were performed independently by two reviewers.

Main Results:

  • Nineteen trials involving 565 participants were included; however, small sample sizes and varied methodologies limited direct comparisons.
  • Statistically significant improvements were observed in arm function (SMD 0.53) and activities of daily living (ADL) (SMD 0.81).
  • No significant effects were found for grip strength or gait speed, and insufficient data precluded conclusions on global motor function.

Conclusions:

  • Limited evidence suggests VR and interactive video gaming may enhance arm and ADL function compared to conventional therapy.
  • Insufficient evidence exists regarding effects on grip strength, gait speed, and long-term outcomes.
  • Further research is needed, particularly on commercial gaming consoles and identifying key VR characteristics for optimal rehabilitation.