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Related Experiment Video

Updated: Jan 4, 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

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Home-based Upper Extremity Stroke Therapy Using a Multiuser Virtual Reality Environment: A Randomized Trial.

Kelly O Thielbar1, Kristen M Triandafilou1, Alexander J Barry1

  • 1Shirley Ryan AbilityLab, Chicago, Illinois.

Archives of Physical Medicine and Rehabilitation
|November 13, 2019
PubMed
Summary

Multiuser virtual reality (VR) therapy showed greater arm movement and engagement than single-user VR for stroke survivors. This home-based VR approach effectively extends rehabilitation beyond the clinic.

Keywords:
RehabilitationStrokeTelerehabilitationUpper extremityVirtual reality

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Area of Science:

  • Rehabilitation Medicine
  • Virtual Reality in Healthcare
  • Neuroscience

Background:

  • Stroke survivors often experience chronic upper extremity impairment, necessitating effective home-based rehabilitation strategies.
  • Virtual reality (VR) offers a promising avenue for engaging therapeutic interventions.
  • Comparing multiuser (MU) and single-user (SU) VR modalities is crucial for optimizing home-based therapy.

Purpose of the Study:

  • To compare participant engagement and subjective experience between home-based multiuser virtual reality (VR) and single-user (SU) VR therapy.
  • To evaluate the efficacy of in-home VR interventions for upper extremity motor recovery in stroke survivors.

Main Methods:

  • A crossover, randomized trial involving 20 stroke survivors with chronic upper extremity impairment.
  • Participants underwent four weeks of in-home treatment using a custom VR system, alternating between MU and SU versions.
  • Primary outcome: arm displacement; Secondary outcomes: session duration, motivation, motor recovery (Fugl-Meyer Assessment Upper Extremity - FMA-UE), and compliance.

Main Results:

  • Significantly greater arm displacement was observed in multiuser VR (414.6m) compared to single-user VR (327.0m) (P=.019).
  • Participants spent more time training in the MU mode (P=.04), with high compliance for both modes (MU: 99%, SU: 89%).
  • Overall improvement in FMA-UE scores indicated significant motor recovery across all participants (Δ3.2, P=.001).

Conclusions:

  • Home-based multiuser VR therapy demonstrates superior engagement and effectiveness in promoting upper extremity movement compared to single-user VR.
  • Multiuser VR exercises represent a viable and effective method for extending clinical rehabilitation into the home environment for stroke survivors.
  • The findings support the integration of multiuser VR into stroke recovery protocols to enhance patient outcomes and accessibility.