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. 2019 Sep 30;21(3):242–258. doi: 10.5853/jos.2019.01963

Table 3.

Summary of studies on digital therapeutics as physical rehabilitation in stroke patients

Study Study design Sample size (n) Intervention Study description Stage of stroke Frequency of intervention Follow-up Outcome measures Results
Subramanian et al. (2013) [55] RCT IG: 16 VR training CAREN IG: VR training Chronic 45 min, 3 day/wk 4 wk intervention RPSS Both groups showed a significant improvement post-intervention, a greater improvement was seen in shoulder adduction and flexion in IG compared to CG.
CG: 16 CG: conventional training—targeting reaching and pointing movements similar to the VR training WMFT
MAL-AS
McEwen et al. (2014) [54] RCT IG: 30 VR training IREX IG: standard rehab+VR training (in standing) Chronic 30 min, 10–12 sessions/day, 3 wk intervention TUG IG showed a greater effect on TUG and TMWT.
CG: 29 CG: standard rehab+VR training without the challenge (in sitting) 1-mo post-intervention TMWT More individuals in IG than in CG showed a decreased impairment in the lower extremity, measured by CMSA.
CMSA
Broeren et al. (2004) [56] Single case study 1 VR training with haptic device Changes in the pre-posttraining assessments and follow-up assessments were evaluated Unspecified 90 min/session, 12 sessions in 4 wk 4 wk intervention Purdue Pegboard Test Improvements were seen in fine manual dexterity, grip force, and motor control of the affected upper extremity.
20 wk post-intervention Dynamometer handgrip strength
Cannell et al. (2018) [52] RCT IG: 35 VR training JRS IG: JRS WAVE Subacute 1 hr/wk 8 wk intervention MMAS, FRT, ST, 10 MWT, TUG Both groups improved on standing balance after training. No difference was seen between the two groups in primary or secondary outcomes.
CG: 38 WAVE CG: usual care—individualised and group physical exercise program Sitting balance test
Ikbali Afsar et al. (2018) [57] RCT IG: 19 VR training with IG: conventional physical rehab+VR Unspecified 30 min/session, 5 times/wk 4 wk intervention BBT The functional measures showed a significant improvement post-treatment in both groups. IG showed a significantly higher result in the Brunnstrom stage and in BBT compared to CG.
CG: 16 Microsoft Xbox CG: conventional rehab only Brunnstorm stage
360 Kinect system FMA
Emmerson et al. (2017) [58] RCT IG: 30 iPad-based home exercise program IG: iPad program Chronic Unspecified, completion of program in 4 wk 4 wk intervention WMFT There was no difference between IG and CG.
CG: 32 CG: standard program
Carabeo et al. (2014) [59] Cohort study - Android-based game app FINDEX 3 Chronic 30 min/session, total 9 sessions 6 wk intervention Performance on FINDEX Improvement in patients’ dexterity
Schneider et al. (2007) [63] Clinical controlled study IG: 20 MST IG: conventional therapy+MST Chronic 15 sessions, 30 min/session 3 wk intervention ARAT Patients showed an improvement in speed and precision of movements. IG showed an improvement in motor control.
CG: 20 CG: conventional therapy only. BBT
9HPT

RCT, randomized controlled trial; IG, intervention group; CG, control group; VR, virtual reality; CAREN, computer-assisted rehabilitation environment; RPSS, Reaching Performance Scale for Stroke; WMFT, Wolf Motor Function Test; MAL-AS, Motor Activity Log Amount Scale; IREX, Interactive Rehabilitation Exercise software; TUG, Timed Up and Go test; TMWT, Two-Minute Walk Test; CMSA, Chedoke-McMaster Stroke Assessment; JRS, Jintronix Rehabilitation System; MMAS, Modified Motor Assessment Scale; FRT, Functional Reach test; ST, step test; 10 MWT, 10-m walk test; BBT, Box & Block Test; FMA, Fugl-Meyer assessment; MST, musicsupported therapy; ARAT, Action Research Arm Test; 9HPT, 9 Hole Pegboard Test.