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. 2023 Nov 23;11:e52022. doi: 10.2196/52022

Table 3. Typical virtual reality (VR) platforms and intervention times among different patients.

Populations and outcome indicators Platforms Intervention duration Session length and frequency
Neurology
Depression Nintendo Wii, Xbox Kinect, and HMDa 6-12 wk 30-60 min, 2-5 times/wk
Cognition Pico UI 4.0, Nintendo Wii, Xbox 360 Kinect, BioMaster 2012, Lokomat, and Oculus 2-12 wk 20-100 min, 2-10 times/wk
Daily living Pico UI 4.0, Nintendo Wii, Xbox 360 Kinect, Armeo Spring, RehabMaster, BioMaster 2012, and Toyra VR 2-12 wk 12-60 min, 2-5 times/wk
QOLb Nintendo Wii, Xbox 360 Kinect, and Armeo Spring 3-8 wk 30-60 min, 2-5 times/wk
Motion Pico UI 4.0, Xbox 360 Kinect, Nintendo Wii, HMD, BioFlex, BioMaster, BioRescue, and ReJoyce 2-12 wk 20-90 min, 2-10 times/wk
Pediatrics
Motion Pico UI 4.0, Nintendo Wii, and Xbox 360 Kinect 3-12 wk 30-100 min, 2-7 times/wk
Distraction Xbox 360 Kinect, HMD, ReJoyce, and Oculus N/Ac 5-35 min
Surgical and wound care
Distraction Pico UI 4.0 and HMD 4 wk 30 min, 5 times/wk
Cancer
Anxiety, depression, and pain Pico UI 4.0 and HMD N/A 15-20 min
Motion HMD, Xbox 360 Kinect, and Nintendo Wii 4-8 wk 20-50 min, 2-5 times/wk
Older adults
Exercise capacity HMD, Nintendo Wii, and Xbox 360 Kinect 2 wk to 12 mo 18-45 min, 1-5 times/wk
Cognition Xbox 360 Kinect, Nintendo Wii, and BioRescue 8-13 wk 18-30 min, 2-3 times/wk
a

HMD: head-mounted display.

b

QOL: quality of life.

c

N/A: not applicable.