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Updated: Jan 19, 2026

Mobile Game-based Virtual Reality Program for Upper Extremity Stroke Rehabilitation
Published on: March 8, 2018
[Effects of virtual reality on balance and gait in stroke: a systematic review and meta-analysis]
P Dominguez-Tellez1, J A Moral-Munoz1, E Casado-Fernandez1
1Universidad de Cadiz, 11003 Cadiz, Espana.
Introduction:
Stroke is the leading cause of disability in adulthood. Recently the improvement of virtual reality technologies has been used in the rehabilitation of stroke patients.
Aim:
To review published research literature on the effects of the virtual reality interventions vs conventional therapy on balance and gait in stroke.
Patients And Methods:
A systematic and a meta-analysis of randomized controlled trials was performed during March 2018 in the databases: PubMed, PEDro, Web of Science, Scopus, Cochrane Library and Medline at EBSCO. The selection criteria were: randomized controlled trials published in English or Spanish during the past ten years. The PEDro scale evaluated the quality of the methods used in the studies. A total of 14 clinical trials were included in the systemic review, of which 10 contributed information to the meta-analysis.
Results:
Favourable results were found on balance (Berg Balance Scale: standardized mean difference, SMD = -1.89; 95% CI: -2.72 to -1.07; Timed Up and Go, SMD: 1.42; 95% CI: 1.03-1.81), and gait (GaitRite platform: cadence, SMD: -1.51, 95% CI: -2.05 to -0.97; step length, SMD: -1.63, 95% CI: -2.18 to -1.08; stride length, SMD: -1.63, 95% CI: -2.18 to -1.08; velocity, SMD: -1.58, 95% CI: -2.97 to -0.18).
Conclusion:
The results show the potential benefit of virtual reality interventions to recover balance and gait after stroke.
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