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. 2025 Oct 3;11:20552076251357504. doi: 10.1177/20552076251357504

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.