Table 2.
Descriptive characteristics of the studies included in the systematic review.
| Authors, year of publication | Study purpose | Design | Sample size (M; F) | Age | Setting | Intervention | Main outcome |
|---|---|---|---|---|---|---|---|
| Saussez et al. (2023) | Evaluate integrating semi-immersive VR with Hand–Arm Bimanual Intensive Training Including Lower Extremity (HABIT-ILE) in children with unilateral CP | Randomized controlled trial | 40 (20 M; 20F) | 5–18 years | Rehab center and home | HABIT-ILE intervention in a high-dosage day-camp setting on 10–12 consecutive weekdays, to a total of 90 h. |
Results showed improved upper limb (UL) function and motor planning |
| Piovesana et al. (2016) | Assess web-based multimodal intervention (Mitii) for executive function in unilateral CP | Randomized controlled trial | 101 (51 M; 50F) | 8–18 years | Home-based | Mitii (Move It to Improve It)—web-based therapy combining motor and cognitive tasks, 30 min/day, 5 days/week, for 20 weeks | Improved working memory and executive functioning |
| James et al. (2015) | Evaluate Mitii's effect on motor/executive function in bilateral CP | Randomized controlled trial | 102 (51 M; 51F) | 8–18 years | Home-based | Mitii program, 30 min/day, 6 days/week, for 20 weeks | Improvement in motor skills and executive functioning |
| Chen et al. (2016) | Compare home vs lab-based robotic ankle training | Pilot randomized comparative trial | 41 (31 M; 10F) | 7–18 years | Home & lab | Robotic ankle training at home using a portable device, 3 sessions/week, 20–30 min per session, over 6 weeks | Both improved, home more engaging |
| Preston et al. (2015) | Evaluate home computer-assisted rehab for UL function | Pilot randomized controlled trial | 15 (9 M; 6F) | 5–12 years | Home-based | Home-based computer-assisted UL therapy, 10–30 min/day, 5 days/week, for 5 weeks | No UL function improvement |
| Wang et al. (2021) | Assess feasibility of commercial exergames for home CP therapy | Randomized pilot trial | 18 (7 M; 11F) | 5–12 years | Home-based | Nintendo Wii Fit, 120 min/session, 2 times/week, for 4 weeks | Improved motivation, some gains in balance and strength |
| Farr et al. (2019) | Evaluate VR therapy impact on UL function in CP | Randomized controlled trial | 15 (6 M; 9F) | 5–16 years | Home-based | Nintendo Wii FitTM; 30 min/session, 3 sessions/week, over 12 weeks | Improved motor outcomes and satisfaction |
| Celikel et al. (2023) | Effect of telerehabilitation on QoL in CP during COVID-19 | Randomized controlled trial | 25 (9 M; 16F) | 6–17 years | Home-based | Motor learning-based treatment was applied 2 days a week, 40 min a day for 8 weeks. | QoL significantly improved |
| Choi et al. (2023) | Assess VR-enhanced UL training in children with brain injury | Randomized controlled trial | 35 (18 M; 17F) | 4–17 years | Clinic and home-based | VR-enhanced program with wearable multi-inertial measurement unit (IMU) sensors for at least 30 min/day, 5 days/week, for 6 weeks. | Positive motor planning and function trends |
| Szturm et al. (2022) | Game-based dual-task program for motor/cognitive performance | Randomized controlled trial | 20 (14 M; 6F) | 4–9 years | Clinic and home | Dual Task computer game-based therapy. 12 weeks at a frequency of 3 therapy sessions per week. Each session was 45 min long. | Coordination, balance, and attention improved |
| Sgandurra et al. (2017) | Test CareToy System for early motor/visual development | Randomized controlled trial | 41 (19 M; 22F) | 3–9 months | Home-based | CareToyIntervention, training is programmed daily for 30–45 min for 4 weeks including weekends (total of 28 days) . | Enhanced motor and visual development |
| Errante et al. (2024) | Evaluate model-based action observation therapy in hemiplegia | Randomized controlled trial | 26 (12 M; 14F) | 6–16 years | Home-based | Action observation treatment (AOT)—The duration of daily sessions was about 1 h per day. The frequency of the intervention was 3 days per week, for the first 2 weeks, and 2 days for the last week (as a whole, 8 h of treatment). | Improved UL motor performance |
| MacIntosh et al. (2020) | Explore biofeedback video game therapy for youth with CP | Randomized single-case | 19 (9 M; 10F) | 8–18 years | Home-based | Bootle Blast exergaming at home, 30 min/session, recommended 3–6 sessions/week for 4 weeks. | Better adherence, motivation, and engagement |
| Panzeri et al. (2022) | Effectiveness of VR gait rehab in pediatric ABI | Pilot study | 6 (4 M; 2F) | 7–18 years | Clinic and home | Gait Real-time Analysis Interactive Lab (GRAIL) intervention—20 sessions, each lasting 45 min. | Motor coordination improved |
| Chan-Víquez et al. (2023) | Usability of home videogame intervention for hemiplegia | Mixed methods | 4 (3 M; 1F) | 8–13 years | Home-based | Bootle Blast with Microsoft Kinetec at home for 15–20 min, 3/4 sessions/ week for 4–12 weeks. | High engagement and usability |
| Coley et al. (2022) | Feasibility of PedBotHome robotic ankle device | Pilot study | 8 (1 M; 7F) | 9–16 years | Home-based | PedBotHome robotic ankle device used with game interface, 10 min, 3 set of exercise, 24 days. | Feasible, parents satisfied |
| Yu et al. (2023) | Pilot personalized motor/respiratory telerehab for NMDs | Pilot study | 8 (N/A) | 8–18 years | Home-based | Personalized telerehabilitation program (instructional videos), 3 sessions/ week, each 15–30 min, for 16 weeks. | Improved adherence, function, HRQoL |
| Macchitella et al. (2024) | Two-step XR + telerehab for CP | Pilot study | 7 (5 M; 2F) | 4–10 years | Clinic and home | K-VRRS-based treatment (3D virtual games) included two telerehabilitation sessions per day, six days a week, with each session lasting approximately 45 min. | Good usability and adherence |
| Gerber et al. (2016) | Feasibility of exergame system for pediatric UL rehab | Feasibility study | 15 (8 M; 7F) | 5–18 years | Home-based | Home-based motion-controlled exergames (YouGrabber® system), at least 5 times for 30 min for 2 weeks. | High engagement, useful feedback |
| Burdea et al. (2011) | Long-term PlayStation telerehab for hand function in CP | Descriptive case series | 3 (N/A) | N/A | Home-based | PlayStation-based telerehabilitation, sessions varied 30–45 min, 3 times/ week, for 6 months; included hand tracking and real-time feedback. | Improved hand coordination |
| Weightman et al. (2011) | Feasibility of home computer therapy for UL rehab | Pilot study | 18 (13 M; 5F) | 5–16 years | Home-based | Home-based computer-assisted training for at least 30/minutes/session for 4 weeks | Good feasibility, mild function gains |
| Golomb et al. (2010) | In-home VR videogame rehab for CP | Proof-of-concept pilot | 3 (2 M; 1F) | 13–15 years | Home-based | In-home virtual reality videogame (5DT Ultra Glovea and a PlayStation3 game console) rehab with motion sensors, 30–45 min/session, 3–5 sessions/week, for 8 weeks | Improved motor activity |
| Chen et al. (2015) | VR-based home motor rehab intervention | Case series feasibility | 3 (0 M; 3F) | 7–10 years | Home-based | VR-based motor therapy (Playstation2 game console – EyeToyPlay VR system), 5 sessions/ week, 30 min/ session, for 8 weeks | High engagement and motor gains |
| Li et al. (2009) | Develop/test VR UL rehab system for kids | Usability/feasibility study | 5 (4 M; 1F) | 6–10 years | Home-based | Sony PlayStation 2 with an “EyeToy” video camera, 25–30 min/day, for 10 days | Feasible, potential motor benefit |
| Huber et al. (2010) | Gaming tech for home-based UL training | Pilot study | 3 (2 M; 1F) | 13–15 years | Home-based | PlayStation3motor training at home, over two hours/day, 5 days/week, for at least 6 months | Functional gains, satisfaction |
| Sandlund et al. (2011) | Motion-interactive games for physical activity | Mixed-methods | 14 (8 M; 6F) | 6–16 years | Home-based | EyeToy (PlayStation2)—Time spent on playing every day was recorded by marking one of the time sequences: 20–30 min; 30–60 min; 60–90 min; 90–120 min; more than 120 min; total 4 weeks. | Moderate activity, positive feedback |
| Kassee et al. (2017) | Feasibility of Wii training at home for CP | Randomized pilot study | 6 (6 M; 0F) | 7–12 years | Home-based | Wii Sport, for at least 40 min each day, 5 days a week for 6 weeks | Increased fun, mild UL improvements |
| Chan-Víquez et al. (2024) | Feasibility and impact of videogaming therapy for CP | Randomized single-case | 15 (10 M; 5F) | 7–17 years | Home-based | Bootle Blast gaming—mean active playtime across the 8 weeks was 377 min, while mean total time spent engaging with Bootle Blast was 728 min. | Potential UL function enhancement |
Note: UL, upper limb; QoL, quality of life; ABI, acquired brain injury; NMDs, neuromuscular disorders; CP, cerebral palsy; M, males; F, females; VR, virtual reality.