Skip to main content
. 2024 Aug 2;86(9):5425–5438. doi: 10.1097/MS9.0000000000002403

Table 1.

Presents the primary attributes of the research interventions

Study Group interventions VR groups No. participant The average age of participants in years/SD Frequency Session duration (min/h) Intervention duration (week) Outcome measure Measuring instrument Results
Saposnik et al. 51 Control group: Recreational activities intervention group: Conventional treatment + virtual rehabilitation along with Nintendo Wii Commercial games based on Nintendo Wii Total participants=121 Control group:62 Instrumental group:59 62 (12.0) 62 (13.0) 5 60 min 2 1. Motor function
2. Quality of life
3. Kinematics parameters
1. WMFT, Box, and Block Test, SIS, dynamometer.
2. SIS, MBI, FIM, and Modified Rankin Scale
3. Kinematic analysis with RPSS
Following the intervention, no statistically significant change was seen between the groups.
Kong et al. 52 Control group: Conventional treatment
IG: virtual rehabilitation with Nintendo Wii
Commercial games created on Nintendo Wii Participants=68
Control group:35 Intervention group:33
55.8 (11.5) 58.1 (9.1) 4 60 3 1. Motor function
2. Quality of life
1. FMA-UE, ARAT.
2. FIM, SIS
Following the intervention, no statistically significant change was seen between the groups.
Choi et al. 53 Control group: Conventional treatment Intervention group: virtual rehabilitation-based Mobile games Mobile games using a smartphone and a Tablet or computer Participants=24
Control group:12
Intervention group:12
72.1 (9.9) 61.0 (15.2) 5 30 2 1. Motor function
2. Quality of life
3. Depression
1. FMA-UE, Brunnstro¨m, MMT
2. MBI, EQ-5D
3. BDI
There was a noticeable statistical difference between the FMA-UE, Brunnstro¨m, and MMT groups.
Brunner et al. 54 Control group: Conventional treatment
Intervention group; Conventional treatment + virtual rehabilitation system + bionic gloves (YouGrabber
Games based on interacting with virtual environments and objects N=102 CG:52 IG:50 62.0 (—) 62.0 (—) 4 60 4 1. Motor function
2. Quality of life
1. ARAT, Box, and Block Test
2. FIM
Following the intervention, no statistically significant change was seen between the groups.
Shin et al. 55 CG: Conventional treatment
Intervention group; virtual rehabilitation with biofeedback bionic gloves (SmartGlove)
Games based on interacting with virtual environments and objects N=33 CG:14 IG:19 59.8 (13.0) 57.2 (10.3) 3 30 4 1. Motor function
2. Quality of life
1. FMA-UE, JTT, PPT (Purdue pegboard test)
2. SIS
There was a discernible difference between the Fugl-Meyer Assessment for the Upper Extremities, SIS and JTT groups.
Taveggia et al. 56 Control group: Conventional treatment Intervention group: Conventional treatment and virtual rehabilitation system with an exoskeleton (Armeo Spring) Games based on performing virtual tasks in virtual environments N=54 CG:27 IG:27 68.0 (13.0) 73.0 (10.0) 5 30 6 1. Motricity 2.Spasticity 3. Pain
4. Quality of life
1. MI
2. Ashworth
3. FIM
4. VAS
Each measure showed a statistically significant difference between the two groups.
Rubio et al.,57 Conventional treatment+ virtual rehabilitation system Games based on interacting with virtual environments and objects 10 59.50 (±11.43) years 2 60 8 1. Motor function 1. Action Research Arm Test (ARAT)
2. BBT
3. SF-36
There was a statistically significant variation in the UL motor function (BBT, ARAT, grip strength, and upper extremity muscle strength) in patients.
Mekbib et al.,58 Conventional treatment Intervention group: virtual rehabilitation system VR-based limb mirroring therapy 21 57.13 (±4.45) 4 60 2 UE Resting-state fMRI and FMA for UL Exercises involving bilateral and unilateral limb mirroring in a fully immersive virtual setting have the potential to improve motor performance and cortical reorganization.
Sheehy et al.,59 Conventional treatment occupational therapy rehabilitative exercise Games based on interacting with virtual environments, arm and trunk movement 69 64.7 (±16.2) 5 30–45 min 2 UE Jintronix software and a Kinect 2 three-dimensional motion-tracking camera As sitting balance results were comparable for both groups, this study does not support the use of VRT-provided sitting balance exercises for the rehabilitation of sitting balance following a stroke. Though this is only the second study to look into virtual reality therapy (VRT) for sitting balance and post-stroke upper extremity function for sitting balance, more research employing more difficult exercises and more intense treatment is needed before definitive findings can be drawn.
Subramanian et al. 60 CG: Similar real therapy Intervention group:: 3D immersive VR (CAREN) Games based on interacting with virtual environments and object N= 25 CG:13 IG:12 60.0 (11.0) 62.0 (9.7) 3 4 1. Motor function
2. Arm use.
3. Kinematcs parameters
1. Fugl-Meyer Assessment for the Upper Extremities, WMFT, RPSS (Reaching Performance Scale for Stroke) 2. MAL–AS
3. Kinematic 3D analysis
No statistically significant difference was found between groups in kinematics, arm motor impairment, activity level, and arm us.
Cho & Jung,61 Control group: Conventional treatment
Intervention group: immersive VR (IREX)
Games based on interacting with virtual environments and objects N= 29 CG:14 IG:15 63.7 (8.8) 64.0 (7.1) 5 60 4 1. Motor function
2. Visual perception and processing time
1. WMFT
2. MVPT (Motor-free Visual Perception Test)
No statistically significant difference was found between groups on WMFT. A statistically significant difference was found in MVPT between groups.
Kwon et al. 62 Control group: Conventional therapy IG: Conventional therapy + Immersive VR (IREX) Games based on interacting with virtual environments and objects N= 26 CG:13 IG:13 57.9 (12.3) 57.1 (15.4) 5 30 4 1. Motor function
2. Quality of life
1. Fugl-Meyer Assessment for the Upper Extremities, MFT (Manual Function Test)
2. MBI
Following the intervention, no statistically significant change was seen between the groups.
Sin et al. 63 Control group: Conventional treatment
Intervention group: Conventional therapy + semi-immersive VR with Xbox Kinect
Commercial games based on Xbox Kinect N= 35 CG:17 IG:18 75.5 (5.5) 71.7 (9.4) 3 30 6 1. Motor function
2. Manual dexterity
1. Active ROM, Fugl-Meyer Assessment for the Upper Extremities,
2. Box, and Block Test
A statistically significant difference was found between active ROM, FMA-UE and BBT groups.
Rand et al. 64 Control group: Conventional treatment
Intervention group: Semi-immersive and non-immersive VR with Xbox Kinect, PlayStation 2&3
Commercial games based on Xbox Kinect, Sony Play Station 2 EyeToy, Sony Play Station 3 Move, and SeeMe VR system N= 29 CG:14 IG:15 62.5 (—) 57.0 (—) 2 60 12 1. Motor function 1. Number of movements, acceleration, and movement intensity A statistically significant difference was found between groups in the number of intentional movements
Thielbar et al. 65 Control group: Intensive treatment
IG: Intensive therapy with mechatronic VR (AVK)
Games based on interacting with a virtual Keypad N= 14 CG:7 IG:7 59.0 (7.0) 54.0 (7.0) 3 6 1. Motor function 1. JTT, ARAT, Fugl-Meyer Assessment for the Upper Extremities, finger function A statistically significant difference was found between the FMA-UE, JTT, and finger function groups.
Zheng et al. 66 CG: RTMS treatment + immersive VR IG: L-F RTMS treatment + immersive VR Games based on interacting with virtual environments and objects N= 108 CG:53 IG:55 66.2 (13.1) 65.4 (13.5) 6 4 1. Motor function
2. Quality of life
1. Fugl-Meyer Assessment for the Upper Extremities, WMFT
2. Modified Barthel Index
3. SF-36
A statistically significant difference was found between the FMA-UE, WMFT, and MBI groups.
Kiper et al. 67 CG: Conventional treatment
Intervention group: Conventional treatment + VR feedback gloves
Games based on interacting with virtual environments and object N= 44 CG:21 IG:23 65.5 (14.2) 63.1 (9.5) 5 60 4 1. Motor function
2. Quality of life
3. Kinematic parameters
1. Fugl-Meyer Assessment for the Upper Extremities
2. FIM
3. Kinematic 3D analysis
There was a discernible variation between the groups in terms of FMA-UE, FIM, and kinematics characteristics.
Feng et al. 68 Conventional treatment and physiotherapy +virtual rehabilitation Games based on interacting with virtual environments and objects N= 28 IG: 67.47 ± 4.79
CG: 66.93 ± 4.64
5 45 min 12 Motor function 1. BBS
2.FGA
3.TUGT
The study’s findings suggest that, in comparison to traditional physical treatment, 12 weeks of VR rehabilitation improved the balance and gait of patients receiving physical therapy..
Shin et al. 69 Control group: Conventional treatment Intervention group: Conventional treatment and virtual rehabilitation system Games based on interacting with virtual environments and objects N= 32 CG:16 IG:16 54.6 (13.4) 53.3 (11.8) 5 60 4 1. Quality of life
2.Depression
3. Motor function
1. HRQOL and SF-36
2. Hamilton
3. Fugl-Meyer Assessment for the Upper Extremities
Following the intervention, no statistically significant change was seen between the groups.
Lee et al. 70 Control group: Conventional treatment Intervention group: Conventional treatment and virtual rehabilitation system Games based on interacting with virtual environments and objects N= 18 CG:8 IG:10 73.1 (8.9) 69.2 (5.5 3 30 6 1. Motor function 1. JTHFT, BBT, GPT (Grooved pegboard test), dynamometer There was a statistically significant variation in the UL motor function (JTHFT, BBT, GPT, grip strength, and upper extremity muscle strength) between the groups.

BBS, Berg Balance Scale; BBT, Box and Block Test; CG, control group; FGA, Functional Gait Assessment; FIM, Functional Independence Measure; FMA-UE, Fugl-Meyer Assessment for Upper Extremity; GPT, Grooved Pegboard Test; HRQOL, Health-Related Quality of Life; IG, intervention group; JTHFT, Jebsen-Taylor Hand Function Test; JTT: Jebsen-Taylor Hand Function Test; MBI, Modified Barthel Index; MMT, Manual Muscle Testing; RPSS, Reaching Performance Scale for Stroke; RTMS, repetitive transcranial magnetic stimulation; SIS, Stroke Impact Scale; TUGT, Timed Up and Go Test; UL, upper limb; VAS, Visual Analog Scale; VR, virtual reality; WMFT, Wolf Motor Function Test.