Virtual reality for stroke rehabilitation
- PMID: 29156493
- PMCID: PMC6485957
- DOI: 10.1002/14651858.CD008349.pub4
Virtual reality for stroke rehabilitation
Update in
-
Virtual reality for stroke rehabilitation.Cochrane Database Syst Rev. 2025 Jun 20;6(6):CD008349. doi: 10.1002/14651858.CD008349.pub5. Cochrane Database Syst Rev. 2025. PMID: 40537150 Free PMC article.
Abstract
Background: Virtual reality and interactive video gaming have emerged as recent treatment approaches in stroke rehabilitation with commercial gaming consoles in particular, being rapidly adopted in clinical settings. This is an update of a Cochrane Review published first in 2011 and then again in 2015.
Objectives: Primary objective: to determine the efficacy of virtual reality compared with an alternative intervention or no intervention on upper limb function and activity.Secondary objectives: to determine the efficacy of virtual reality compared with an alternative intervention or no intervention on: gait and balance, global motor function, cognitive function, activity limitation, participation restriction, quality of life, and adverse events.
Search methods: We searched the Cochrane Stroke Group Trials Register (April 2017), CENTRAL, MEDLINE, Embase, and seven additional databases. We also searched trials registries and reference lists.
Selection criteria: Randomised and quasi-randomised trials of virtual reality ("an advanced form of human-computer interface that allows the user to 'interact' with and become 'immersed' in a computer-generated environment in a naturalistic fashion") in adults after stroke. The primary outcome of interest was upper limb function and activity. Secondary outcomes included gait and balance and global motor function.
Data collection and analysis: Two review authors independently selected trials based on pre-defined inclusion criteria, extracted data, and assessed risk of bias. A third review author moderated disagreements when required. The review authors contacted investigators to obtain missing information.
Main results: We included 72 trials that involved 2470 participants. This review includes 35 new studies in addition to the studies included in the previous version of this review. Study sample sizes were generally small and interventions varied in terms of both the goals of treatment and the virtual reality devices used. The risk of bias present in many studies was unclear due to poor reporting. Thus, while there are a large number of randomised controlled trials, the evidence remains mostly low quality when rated using the GRADE system. Control groups usually received no intervention or therapy based on a standard-care approach.
Primary outcome: results were not statistically significant for upper limb function (standardised mean difference (SMD) 0.07, 95% confidence intervals (CI) -0.05 to 0.20, 22 studies, 1038 participants, low-quality evidence) when comparing virtual reality to conventional therapy. However, when virtual reality was used in addition to usual care (providing a higher dose of therapy for those in the intervention group) there was a statistically significant difference between groups (SMD 0.49, 0.21 to 0.77, 10 studies, 210 participants, low-quality evidence).
Secondary outcomes: when compared to conventional therapy approaches there were no statistically significant effects for gait speed or balance. Results were statistically significant for the activities of daily living (ADL) outcome (SMD 0.25, 95% CI 0.06 to 0.43, 10 studies, 466 participants, moderate-quality evidence); however, we were unable to pool results for cognitive function, participation restriction, or quality of life. Twenty-three studies reported that they monitored for adverse events; across these studies there were few adverse events and those reported were relatively mild.
Authors' conclusions: 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.
Conflict of interest statement
Kate Laver: none known.
Belinda Lange: none known.
Stacey George: none known.
Judith Deutsch conducts research on virtual reality for stroke rehabilitation. This research is funded by various sources and presented at scientific and professional meetings. She is co‐owner of a company that develops virtual reality for rehabilitation.
Gustavo Saposnik is the first author on two of the studies included in the review. He was not involved in assessment of these studies for inclusion or risk of bias and did not extract data for these studies. He is supported by the Distinguished Clinician‐Scientist Award given by the Heart and Stroke Foundation of Canada following an open peer‐reviewed competition.
Maria Crotty: none known.
Figures
Update of
-
Virtual reality for stroke rehabilitation.Cochrane Database Syst Rev. 2015 Feb 12;2015(2):CD008349. doi: 10.1002/14651858.CD008349.pub3. Cochrane Database Syst Rev. 2015. Update in: Cochrane Database Syst Rev. 2017 Nov 20;11:CD008349. doi: 10.1002/14651858.CD008349.pub4. PMID: 25927099 Free PMC article. Updated.
References
References to studies included in this review
Adie 2017 {published data only}
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Akinwuntan 2005 {published data only}
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Barcala 2013 {published data only}
Bower 2015 {published data only}
Byl 2013 {published data only}
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Cho 2012 {published data only}
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- Cho K, Yu J, Jung J. Effects of virtual reality based rehabilitation on upper extremity function and visual perception in stroke patients: a randomized control trial. Journal of Physical Therapy Science 2012;24:1205‐8.
Chow 2013 {published data only}
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Coupar 2012 {published data only}
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- Coupar F. Exploring Upper Limb Interventions After Stroke [PhD thesis]. Glasgow, UK: University of Glasgow, 2012.
Crosbie 2008 {published data only}
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- Crosbie J. Virtual Reality in the Rehabilitation of the Upper Limb Following Stroke [PhD Thesis]. UK: University of Ulster, 2008.
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da Silva Cameirao 2011 {published and unpublished data}
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da Silva Ribeiro 2015 {published data only}
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Fan 2014 {published data only}
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- Fan SC, Su FC, Chen SS, Hou WH, Sun JS, Chen KH, et al. Improved intrinsic motivation and muscle activation patterns in reaching task using virtual reality training for stroke rehabilitation: a pilot randomized control trial. Journal of Medical and Biological Engineering 2014;34(4):399‐407.
Galvao 2015 {published data only}
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Givon 2016 {published data only}
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Han 2013 {published data only}
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Housman 2009 {published data only}
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Hung 2014 {published and unpublished data}
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Jaffe 2004 {published data only}
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Jang 2005 {published data only}
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Jannink 2008 {published data only}
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Jung 2012 {published data only}
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- Jung J, Yu J, Kang H. Effects of virtual reality treadmill training on balance and balance self‐efficacy in stroke patients with a history of falling. Journal of Physical Therapy Science 2012;24(11):1133‐6.
Kang 2009 {published data only}
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- Kang SH, Kim DK, Seo KM, Choi KN, Yoo JY, Sung SY, et al. A computerized visual perception rehabilitation programme with interactive computer interface using motion tracking technology ‐ a randomized controlled, single‐blinded, pilot clinical trial study. Clinical Rehabilitation 2009;23:434‐44. - PubMed
Kim 2009 {published data only}
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- Kim JH, Jang SH, Kim CS, Jung JH, You JH. Use of virtual reality to enhance balance and ambulation in chronic stroke: a double‐blind, randomized controlled study. American Journal of Physical Medicine and Rehabilitation 2009;88:693‐701. - PubMed
Kim 2011a {published data only}
Kim 2011b {published data only}
Kim 2012a {published data only}
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- Kim E, Kang J, Park J, Jung B. Clinical feasibility of interactive commercial Nintendo gaming for chronic stroke rehabilitation. Journal of Physical Therapy Science 2012;24(9):901‐3.
Kiper 2011 {published and unpublished data}
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- Kiper P, Piron L, Turolla A, Stozek J, Tonin P. The effectiveness of reinforced feedback in virtual environment in the first 12 months after stroke. Neurologia i Neurochirurgia Polska 2011;45(5):436‐44. - PubMed
Klamroth‐Marganska 2014 {published data only}
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Ko 2015 {published data only}
Kong 2014 {published data only}
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- Kong KH. Efficacy of a virtual reality commercial gaming device in upper limb recovery after stroke: a randomized, controlled study. Topics in Stroke Rehabilitation 2016;23(5):333‐40. - PubMed
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Kwon 2012 {published data only}
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- Kwon J, Park M, Yoon I, Park S. Effects of virtual reality on upper extremity function and activities of daily living performance in acute stroke: a double‐blind randomized clinical trial. Neurorehabilitation 2012;31(4):379‐85. - PubMed
Lam 2006 {published data only}
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Lee 2013 {published data only}
Lee 2014a {published data only}
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- Lee CH, Kim Y, Lee BH. Augmented reality‐based postural control training improves gait function in patients with stroke: randomized controlled trial. Hong Kong Physiotherapy Journal 2014;32(2):51‐7.
Lee 2015a {published data only}
Lee 2015b {published data only}
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- Lee S, Kim Y, Lee B. Effect of virtual reality‐based bilateral upper extremity training on upper extremity function after stroke: a randomized controlled clinical trial. Occupational Therapy International 2016;23(4):357‐68. - PubMed
Levin 2012 {published data only}
Linder 2015 {published data only}
Llorens 2015 {published data only}
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- Llorens R, Gil‐Gomez JA, Alcaniz M, Colomer C, Noe E. Improvement in balance using a virtual‐reality based stepping exercise: a randomized controlled trial involving individuals with chronic stroke. Clinical Rehabilitation 2015;29(3):261‐8. - PubMed
Low 2012 {published data only}
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- Low AY, Ng YS, Chan Y, Tan DML, Bok CW, Fook Chong SMC, et al. Effect of virtual reality rehabilitation as an adjunct to conventional therapy in people with sub‐acute stroke: a randomised controlled pilot trial. Proceedings of Singapore Healthcare 2012;21:S357.
Manlapaz 2010 {published and unpublished data}
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- Manlapaz D, Silverio A, Navarro JA, Regacho M, Ang M, Canaberal C, et al. Effectiveness of using Nintendo Wii in rehabilitation of chronic stroke patients with upper limb hemiparesis. Physiotherapy 2011;97:eS746‐eS747.
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- Manlapaz D, Silverio L, Navarro J, Ang M, Regacho M, Canaberal K, et al. Effectiveness of using Nintendo Wii in rehabilitation of chronic stroke patients with upper limb hemiparesis. Hong Kong Physiotherapy Journal 2010;28:25.
Mao 2015 {published and unpublished data}
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- Mao Y, Chen P, Li L, Li L, Huang D. Changes of pelvis control with subacute stroke: a comparison of body‐weight support treadmill training coupled virtual reality system and over‐ground training. Technology and Health Care 2015;23:S355‐S364. - PubMed
Matsuo 2013 {published data only}
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- Matsuo A, Takahara T, Hiraoka N, Hiyamizu M, Maeoka H, Okada Y. Effectiveness of interactive video gaming system in stroke rehabilitation. Cerebrovascular Diseases 2013;35(Suppl 3):779.
Mazer 2005 {published and unpublished data}
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McNulty 2015 {published data only}
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Mirelman 2008 {published and unpublished data}
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- Mirelman A, Bonato P, Deutsch JE. Effects of training with a robot‐virtual reality system compared with a robot alone on the gait of individuals after stroke. Stroke 2008;40:169‐74. - PubMed
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- Mirelman A, Pattriti B, Bonato P, Deutsch J. Effects of virtual reality training on gait biomechanics of individuals post‐stroke. Gait and Posture 2010;31(4):433‐7. - PubMed
Morone 2014 {published data only}
Nara 2015 {published data only}
Piron 2007 {published data only}
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Piron 2009 {published data only}
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- Piron L, Turolla A, Agostini M, Zucconi C, Cortese F, Zampolini M, et al. Exercises for paretic upper limb after stroke: a combined virtual‐reality and telemedicine approach. Journal of Rehabilitation Medicine 2009;41:1016‐20. - PubMed
Piron 2010 {published data only}
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- Piron L, Turolla A, Agostini M, Zucconi C, Ventura L, Tonin P, et al. Motor learning principles for rehabilitation: a pilot randomized controlled study in poststroke patients. Neurorehabilitation and Neural Repair 2010;24(6):501‐8. - PubMed
Prange 2015 {published data only}
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- Prange GB, Kottink AI, Buurke JH, Eckhardt MM, Keulen‐Rouweler BJ, Ribbers GM, et al. The effect of arm support combined with rehabilitation games on upper‐extremity function in subacute stroke: a randomized controlled trial. Neurorehabilitation and Neural Repair 2015;29(2):174‐82. - PubMed
Rajaratnam 2013 {published data only}
Reinkensmeyer 2012 {published data only}
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- Reinkensmeyer DJ, Wolbrecht ET, Chan V, Chou C, Cramer SC, Bobrow JE. Comparison of three dimensional, assist‐as‐needed robotic arm/hand movement training provided with Pneu‐WREX to conventional tabletop therapy after chronic stroke. American Journal of Physical and Medical Rehabilitation 2012;91(11):S232‐S241. - PMC - PubMed
Saposnik 2010 {published and unpublished data}
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- Saposnik G, Teasell R, Mamdani M, Hall J, McIlroy W, Cheung D, Stroke Outcome Research Canada (SORCan) Working Group. Effectiveness of virtual reality using Wii gaming technology in stroke rehabilitation: a pilot randomized clinical trial and proof of principle. Stroke 2010;41:1477‐84. - PMC - PubMed
Saposnik 2016 {published data only}
Shin 2014 {published data only}
Shin 2015 {published data only}
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- Shin JH, Kim MY, Lee JY, Jeon YJ, Kim S, Lee S, et al. Effects of virtual reality‐based rehabilitation on distal upper extremity function and health related quality of life: a single blinded, randomized controlled trial. Journal of Neuroengineering and Rehabilitation 2016;13(17):doi:10.1186/s12984‐016‐0125‐x. - PMC - PubMed
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- Shin JH, Park SB, Jang SH. Effects of game‐based virtual reality on health‐related quality of life in chronic stroke patients: a randomized, controlled study. Computers in Biology and Medicine 2015;63:92‐8. - PubMed
Sin 2013 {published data only}
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- Sin HH, Lee GC. Additional virtual reality training using Xbox Kinect in stroke survivors with hemiplegia. American Journal of Physical Medicine and Rehabilitation 2013;92:871‐80. - PubMed
Song 2015 {published data only}
Standen 2011 {unpublished data only}
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- Standen P, Brown D, Battersby S, Walker M, Connell L, Richardson A, et al. A study to evaluate a low cost virtual reality system for home based rehabilitation of the upper limb following stroke. International Journal on Disability and Human Development 2011;10(4):337‐41.
Subramanian 2013 {published and unpublished data}
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- Subramanian S, Lourenco C, Chilingaryan G, Sveistrup H, Levin M. Arm motor recovery using a virtual reality intervention in chronic stroke: randomized control trial. Neurorehabilitation and Neural Repair 2013;27(1):13‐23. - PubMed
Sucar 2009 {published data only}
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- Sucar LE, Leder R, Hernandez J, Sanchez I, Azcarate G. Clinical evaluation of a low‐cost alternative for stroke rehabilitation. IEEE 11th International Conference on Rehabilitation Robotics. 2009:863‐6.
Thielbar 2014 {published data only}
Ucar 2014 {published data only}
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- Ucar D, Paker N, Bugdayci D. Lokomat: a therapeutic chance for patients with chronic hemiplegia. NeuroRehabilitation 2014;34(3):447‐53. - PubMed
Xiang 2014 {published data only}
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- Xiang X, Yu‐rong M, Jiang‐li Z, Li L, Guang‐qing X, Dong‐feng H. Virtual reality enhanced body weight supported treadmill training improved lower limb motor function in patients with cerebral infarction. Chinese Journal of Tissue Engineering Research 2014;18(7):1143‐8.
Yang 2008 {published data only}
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- Yang YR, Tsai MP, Chuang TY, Sung WH, Wang RY. Virtual reality‐based training improves community ambulation in individuals with stroke: a randomized controlled trial. Gait and Posture 2008;28:201‐6. - PubMed
Yang 2011 {published data only}
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- Yang S, Hwang WH, Tsai YC, Liu FK, Hsieh LF, Chern JS. Improving balance skills in patients who had stroke through virtual reality treadmill training. American Journal of Physical Medicine and Rehabilitation 2011;90:969‐78. - PubMed
Yavuzer 2008 {published data only}
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- Yavuzer G, Senel A, Atay MBG, Stam HJ. 'Playstation EyeToy games' improve upper extremity‐related motor functioning in subacute stroke: a randomized controlled clinical trial. European Journal of Physical and Rehabilitation Medicine 2008;44:237‐44. - PubMed
Yin 2014 {published data only}
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- Yin CW, Sien NY, Ying LA, Chung SFM, Leng DTM. Virtual reality for upper extremity rehabilitation in early stroke: a pilot randomized controlled trial. Clinical Rehabilitation 2014;28(11):1107‐14. - PubMed
You 2005 {published data only}
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- You SH, Jang SH, Kim YH, Hallett M, Ahn SH, Kwon YH, et al. Virtual reality‐induced cortical reorganization and associated locomotor recovery in chronic stroke: an experimenter‐blind randomized study. Stroke 2005;36:1166‐71. - PubMed
Zucconi 2012 {published and unpublished data}
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References to studies excluded from this review
Abdollahi 2014 {published data only}
Bower 2014 {published data only}
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- Bower KJ, Clark RA, McGinley JL, Martin CL, Miller KJ. Clinical feasibility of the Nintendo WiiTM for balance training post‐stroke: a phase II randomized controlled trial in an inpatient setting. Clinical Rehabilitation 2014;28(9):912‐23. - PubMed
Braun 2016 {published data only}
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- Braun T, Marks D, Thiel C, Zietz D, Zutter D, Gruneberg C. Effects of additional, dynamic supported standing practice on functional recovery in patients with sub‐acute stroke: a randomized pilot and feasibility trial. Clinical Rehabilitation 2016;30(4):374‐82. - PubMed
Broeren 2008 {published data only}
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- Broeren J, Claesson L, Goude D, Rydmark M, Sunnerhagen K. Virtual rehabilitation in an activity centre for community‐dwelling persons with stroke. Cerebrovascular Diseases 2008;26:289‐96. - PubMed
Cameirao 2012 {published data only}
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- Cameirao M, Badia S, Duarte E, Frisoli A, Verschure P. The combined impact of virtual reality neurorehabilitation and its interfaces on upper extremity functional recovery in patients with chronic stroke. Stroke 2012;43(10):2720‐8. - PubMed
Cho 2013 {published data only}
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- Cho KH, Lee WH. Virtual walking training program using a real‐world video recording for patients with chronic stroke. American Journal of Physical Medicine and Rehabilitation 2013;92:371‐84. - PubMed
Cho 2015 {published data only}
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- Cho KH, Kim MK, Lee HJ, Lee WH. Virtual reality training with cognitive load improves walking function in chronic stroke patients. Tohoku Journal of Experimental Medicine 2015;236(4):273‐80. - PubMed
Chortis 2008 {published data only}
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- Chortis A, Standen PJ, Walker M. Virtual reality system for upper extremity rehabilitation of chronic stroke patients living in the community. International Conference on Disability, Virtual Reality & Associated Technologies (ICDVRAT). 2008:221‐8.
Cikaljo 2012 {published data only}
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Der‐Yeghiaian 2009 {published data only}
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Edmans 2009 {published data only}
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Fischer 2007 {published data only}
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- Fischer HC, Stubblefield K, Kline T, Luo X, Kenyon RV, Kamper DG. Hand rehabilitation following stroke: a pilot study of assisted finger extension training in a virtual environment. Topics in Stroke Rehabilitation 2007;14(1):1‐12. - PubMed
Fritz 2013 {published data only}
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- Fritz S, Peters D, Merlo A, Donley J. Active video‐gaming effects on balance and mobility in individuals with chronic stroke: a randomized controlled trial. Topics in Stroke Rehabilitation 2013;20(3):218‐25. - PubMed
Gnajaraj 2007 {published data only}
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- Gnajaraj J, Chowdry H, Kumar S. Influence of virtual reality environment on the recovery after stroke. Archives of Physical Medicine and Rehabilitation 2007;88:E3.
Hollenstein 2011 {published data only}
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- Hollenstein C, Cabri J. Supplementary therapy with computer‐assisted training system compared to ergotherapeutic arm group therapy [Zusatztherapie mit computerunterstütztem Trainingssystem im Vergleich zu ergotherapeutischer Armgruppentherapie]. NeuroRehabilitation 2011;3.01:40‐2.
In 2012 {published data only}
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- In T, Jung K, Lee S, Song C. Virtual reality reflection therapy improves motor recovery and motor function in the upper extremities of people with chronic stroke. Journal of Physical Therapy Science 2012;24(4):339‐43.
Katz 2005 {published data only}
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- Katz N, Ring H, Naveh Y, Kizony R, Feintuch U, Weiss PL. Interactive virtual environment training for safe street crossing of right hemisphere stroke patients with unilateral spatial neglect. Disability and Rehabilitation 2005;27(20):1235‐43. - PubMed
Kim 2012b {published data only}
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- Kim IC, Lee BH. Effects of augmented reality with functional electric stimulation on muscle strength, balance and gait of stroke patients. Journal of Physical Therapy Science 2012;24(8):755‐62.
Kim 2015a {published data only}
Kim 2015b {published data only}
Krebs 2008 {published data only}
Lee 2014b {published data only}
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- Lee D, Lee M, Lee K, Song C. Asymmetric training using virtual reality reflection equipment and the enhancement of upper limb function in stroke patients: a randomized controlled trial. Journal of Stroke and Cerebrovascular Diseases 2014;23(6):1319‐26. - PubMed
Llorens 2014 {published data only}
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- Llorens R, Albiol S, Gil‐Gomez J, Alcaniz M, Colomer C, Noe E. Balance rehabilitation using custom‐made Wii Balance Board exercises: clinical effectiveness and maintenance of gains in an acquired brain injury population. International Journal on Disability and Human Development 2014;13(3):327‐332.
Masiero 2014 {published data only}
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- Masiero S, Armani M, Ferlini G, Rosati G, Rossi A. Randomized trial of a robotic assistive device for the upper extremity during early inpatient stroke rehabilitation. Neurorehabilitation and Neural Repair 2014;28(4):377‐86. - PubMed
McEwen 2014 {published data only}
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- McEwen D, Taillon‐Hobson A, Bilodeau M, Sveistrup H, Finestone H. Virtual reality exercise improves mobility after stroke: an inpatient randomized controlled trial. Stroke 2014; Vol. 45, issue 6:1853‐1855. - PubMed
Rand 2014 {published data only}
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- Rand D, Givon N, Weingarden H, Nota A, Zeilig G. Eliciting upper extremity purposeful movements using video games: a comparison with traditional therapy for stroke rehabilitation. Neurorehabilitation and Neural Repair 2014;28(8):733‐9. - PubMed
Rutz‐LaPitz 2011 {published data only}
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- Rutz‐LaPitz L, Hollenstein C, Baumann Y, Kaufeler R, Gosoniu N. Effectiveness of armeo versus task‐oriented arm group as augmentation to upper extremity conventional therapy in acute rehabilitation post stroke. Physiotherapy 2011;97:eS1072‐3.
Shin 2010 {published data only}
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