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Cognitive Training With Head-Mounted Display Virtual Reality in Neurorehabilitation: Pilot Randomized Controlled

Julian Specht1, Barbara Stegmann1, Hanna Gross2

  • 1SRH University of Applied Sciences Heidelberg, Department of Applied Psychology, Heidelberg, Germany.

JMIR Serious Games
|July 21, 2023
PubMed
Summary

Immersive virtual reality (VR) significantly improved cognitive functions like planning and problem-solving in stroke patients compared to standard care. This VR approach shows promise for neurorehabilitation, enhancing daily living skills.

Keywords:
cognitive rehabilitationneurorehabilitationpsychologystrokevirtual reality

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Area of Science:

  • Neuroscience
  • Rehabilitation Technology
  • Clinical Trials

Background:

  • Neurological rehabilitation is rapidly advancing with new technologies.
  • Stroke is a prevalent condition, yet cognitive rehabilitation often lags technologically.
  • Virtual reality (VR) offers potential to bridge the gap in cognitive rehabilitation, improving daily living preparation.

Purpose of the Study:

  • To investigate immersive VR for cognitive rehabilitation in inpatient neurorehabilitation.
  • To compare the effectiveness of a VR serious game (integrating daily activities and cognitive paradigms) against conventional computerized cognitive training.
  • To hypothesize VR superiority in cognitive abilities, patient-reported outcomes, and transfer to daily life.

Main Methods:

  • A pilot randomized controlled trial involving 42 inpatient neurorehabilitation patients with acute brain affection (Mini Mental Status Test score >20).
  • Participants were randomized into two groups: VR treatment (n=21) or conventional computerized cognitive training (n=21).
  • Intervention included daily life scenarios in VR (e.g., kitchen) focusing on executive functions, with a minimum of 18 sessions; cognitive status and quality of life were assessed pre- and post-intervention.

Main Results:

  • Significant improvements were observed in the VR group for planning, executive control, and problem-solving (P=.046, Bonferroni P=.02).
  • The VR group showed a nonsignificant trend towards improved visual speed (P=.09, Bonferroni P=.02).
  • No significant cognitive improvements were detected in the control group between baseline and follow-up (all P>.05).

Conclusions:

  • Immersive VR training demonstrated greater effectiveness than standard care for specific cognitive domains in stroke patients.
  • These findings support the expanded use and investigation of VR training, incorporating daily living activities, for neurological disorders with cognitive dysfunction.