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Related Experiment Video

Updated: Feb 18, 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

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Virtual reality for stroke rehabilitation.

Kate E Laver1, Belinda Lange, Stacey George

  • 1Department of Rehabilitation, Aged and Extended Care, Flinders University, Level 1, C Block, Repatriation General Hospital, Daws Road, Daw Park, Adelaide, South Australia, Australia, 5041.

The Cochrane Database of Systematic Reviews
|November 21, 2017
PubMed
Summary
This summary is machine-generated.

Virtual reality (VR) and interactive video gaming show no significant benefit over conventional therapy for upper limb function post-stroke. However, VR may improve function when added to usual care, increasing therapy dose.

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Area of Science:

  • Neurorehabilitation
  • Digital Health
  • Clinical Trials

Background:

  • Virtual reality (VR) and interactive video gaming are emerging as therapeutic tools in stroke rehabilitation.
  • Commercial gaming consoles are increasingly utilized in clinical settings for post-stroke recovery.
  • This review is an updated Cochrane Review, first published in 2011 and updated in 2015.

Purpose of the Study:

  • To determine the efficacy of VR compared to alternative interventions or no intervention on upper limb function and activity.
  • To assess VR's impact on gait, balance, motor function, cognition, activity limitations, participation, quality of life, and adverse events.

Main Methods:

  • Included 72 randomized and quasi-randomized controlled trials involving 2470 participants.
  • Searched multiple databases including Cochrane Stroke Group Trials Register, CENTRAL, MEDLINE, and Embase.
  • Data extraction and risk of bias assessment were performed independently by two reviewers.

Main Results:

  • VR was not significantly more effective than conventional therapy for upper limb function (low-quality evidence).
  • VR as an adjunct to usual care showed significant improvement in upper limb function (low-quality evidence).
  • Statistically significant improvements were observed for activities of daily living (ADL) (moderate-quality evidence), but not for gait or balance.

Conclusions:

  • VR and interactive gaming do not appear superior to conventional therapy for upper limb function.
  • VR may enhance upper limb and ADL function when used to increase overall therapy dosage.
  • Insufficient evidence exists to conclude VR's effects on gait, balance, participation, or quality of life.