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Related Experiment Video

Updated: Apr 13, 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

20.0K

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
|May 1, 2015
PubMed
Summary
This summary is machine-generated.

Virtual reality (VR) and interactive video gaming show promise in stroke rehabilitation, improving upper limb and daily activity functions. However, evidence for effects on grip strength, gait, or global motor function remains limited.

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Area of Science:

  • Neurorehabilitation
  • Human-Computer Interaction
  • Clinical Trials

Background:

  • Virtual reality (VR) and interactive video gaming are emerging as novel therapeutic approaches in stroke rehabilitation.
  • Commercial gaming consoles are increasingly utilized in clinical settings for patient recovery.
  • This review is an update of a previous Cochrane Review published in 2011, reflecting advancements in the field.

Purpose of the Study:

  • To evaluate the efficacy of virtual reality (VR) interventions compared to alternative or no interventions for improving upper limb function and activity in stroke survivors.
  • To assess the impact of VR on gait, balance, global motor function, cognitive function, activity limitations, participation restrictions, quality of life, and adverse events.
  • To determine the feasibility of VR in stroke rehabilitation by examining patient eligibility and recruitment rates.

Main Methods:

  • A systematic review and meta-analysis of randomized and quasi-randomized controlled trials involving adults post-stroke.
  • Searched multiple databases including Cochrane Stroke Group Trials Register, CENTRAL, MEDLINE, and EMBASE up to November 2013.
  • Data extraction and risk of bias assessment were independently performed by two reviewers, with disagreements resolved by a third.

Main Results:

  • Thirty-seven trials with 1019 participants were included; however, many studies had small sample sizes and varied interventions.
  • Evidence quality was rated as 'low' or 'very low' due to poor reporting and risk of bias.
  • Statistically significant improvements were observed in upper limb function (SMD 0.28) and activities of daily living (ADL) (SMD 0.43).

Conclusions:

  • Virtual reality and interactive video gaming may benefit upper limb and ADL function when used as an adjunct to usual care or conventional therapy.
  • Insufficient evidence exists to conclude on the effects of VR on grip strength, gait speed, or global motor function.
  • Further research is needed to identify key VR characteristics and long-term effects, with current recruitment rates for VR trials being low (26%).