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Related Experiment Video

Updated: Sep 19, 2025

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

19.1K

Virtual reality for stroke rehabilitation.

Kate E Laver1,2, Belinda Lange2, Stacey George2

  • 1Division of Rehabilitation, Aged and Palliative Care, Southern Adelaide Local Health Network, Adelaide, Australia.

The Cochrane Database of Systematic Reviews
|June 19, 2025
PubMed
Summary
This summary is machine-generated.

Virtual reality (VR) rehabilitation shows moderate- to low-certainty evidence for improving upper limb function, balance, and activity limitation in stroke survivors. Greater benefits were observed when VR was added to usual care, increasing overall therapy time.

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Last Updated: Sep 19, 2025

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Area of Science:

  • Neurology
  • Rehabilitation Medicine
  • Human-Computer Interaction

Background:

  • Virtual reality (VR) has emerged as a significant treatment modality in stroke rehabilitation since 2004.
  • A spectrum of VR applications, from non-immersive games to specialized immersive environments, are utilized.
  • This review is an updated analysis of VR's efficacy in post-stroke recovery.

Purpose of the Study:

  • To evaluate the impact of virtual reality interventions on upper limb function and activity in stroke patients.
  • To assess VR's effects on gait, balance, motor and cognitive function, activity limitations, participation, and quality of life.
  • To identify and analyze adverse events associated with VR rehabilitation.

Main Methods:

  • Inclusion of 190 randomized controlled trials (RCTs) with 7188 participants, including 119 new studies.
  • Meta-analysis using a fixed-effect model to calculate standardized mean differences (SMD) and 95% confidence intervals (CI).
  • Assessment of evidence certainty using the GRADE system and risk of bias using the Cochrane RoB 1 tool.

Main Results:

  • VR demonstrated moderate- to low-certainty evidence for improving upper limb function (SMD 0.20) and balance (SMD 0.26) compared to alternative therapies.
  • VR significantly improved activity limitation (SMD 0.21) with moderate-certainty evidence.
  • When added to usual care, VR showed moderate-certainty evidence for improving upper limb function (SMD 0.42) and activity limitation (SMD 0.22).

Conclusions:

  • Virtual reality and interactive video gaming offer slight benefits over alternative therapies for upper limb function, balance, and activity limitation in stroke survivors.
  • Augmenting usual care with VR appears to enhance upper limb function more significantly.
  • Evidence remains insufficient regarding VR's impact on participation and quality of life, with mixed findings for gait speed.