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Virtual reality for stroke rehabilitation

Cochrane Database of Systematic Reviews · 2015 · Vol. 11(2) · pp. CD008349–CD008349
Kate LaverStacey GeorgeSusie ThomasJudith E. DeutschMaria Crotty

Abstract

We found evidence that the use of virtual reality and interactive video gaming was not more beneficial than conventional therapy approaches in improving upper limb function. Virtual reality may be beneficial in improving upper limb function and activities of daily living function when used as an adjunct to usual care (to increase overall therapy time). There was insufficient evidence to reach conclusions about the effect of virtual reality and interactive video gaming on gait speed, balance, participation, or quality of life. This review found that time since onset of stroke, severity of impairment, and the type of device (commercial or customised) were not strong influencers of outcome. There was a trend suggesting that higher dose (more than 15 hours of total intervention) was preferable as were customised virtual reality programs; however, these findings were not statistically significant.

Stroke Rehabilitation and RecoveryAcute Ischemic Stroke ManagementBotulinum Toxin and Related Neurological DisordersCochrane LibraryVirtual realityPhysical medicine and rehabilitationMedicineStroke (engine)MEDLINERandomized controlled trialRehabilitationPhysical therapyClinical trial

MeSH terms

Stroke RehabilitationActivities of Daily LivingHumansPsychomotor PerformanceTherapy, Computer-AssistedUser-Computer InterfaceRandomized Controlled Trials as TopicVideo GamesStroke
Citations
1,144
FWCI
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field-weighted impact
References
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Virtual reality for stroke rehabilitation
Cochrane Database of Systematic Reviews · 2015 · 1,144 citations
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