Virtual reality for stroke rehabilitation

Kate E Laver, Stacey George, Susie Thomas, Judith E Deutsch, Maria Crotty, Kate E Laver, Stacey George, Susie Thomas, Judith E Deutsch, Maria Crotty

Abstract

Background: Virtual reality and interactive video gaming have emerged as recent treatment approaches in stroke rehabilitation. In particular, commercial gaming consoles have been rapidly adopted in clinical settings. This is an update of a Cochrane Review published in 2011.

Primary objective: To determine the efficacy of virtual reality compared with an alternative intervention or no intervention on upper limb function and activity.

Secondary objective: To determine the efficacy of virtual reality compared with an alternative intervention or no intervention on: gait and balance activity, global motor function, cognitive function, activity limitation, participation restriction and quality of life, voxels or regions of interest identified via imaging, and adverse events. Additionally, we aimed to comment on the feasibility of virtual reality for use with stroke patients by reporting on patient eligibility criteria and recruitment.

Search methods: We searched the Cochrane Stroke Group Trials Register (October 2013), the Cochrane Central Register of Controlled Trials (The Cochrane Library 2013, Issue 11), MEDLINE (1950 to November 2013), EMBASE (1980 to November 2013) and seven additional databases. We also searched trials registries and reference lists.

Selection criteria: Randomised and quasi-randomised trials of virtual reality ("an advanced form of human-computer interface that allows the user to 'interact' with and become 'immersed' in a computer-generated environment in a naturalistic fashion") in adults after stroke. The primary outcome of interest was upper limb function and activity. Secondary outcomes included gait and balance function and activity, and global motor function.

Data collection and analysis: Two review authors independently selected trials based on pre-defined inclusion criteria, extracted data and assessed risk of bias. A third review author moderated disagreements when required. The authors contacted investigators to obtain missing information.

Main results: We included 37 trials that involved 1019 participants. Study sample sizes were generally small and interventions varied. The risk of bias present in many studies was unclear due to poor reporting. Thus, while there are a large number of randomised controlled trials, the evidence remains 'low' or 'very low' quality when rated using the GRADE system. Control groups received no intervention or therapy based on a standard care approach. Intervention approaches in the included studies were predominantly designed to improve motor function rather than cognitive function or activity performance. The majority of participants were relatively young and more than one year post stroke.

Primary outcome: results were statistically significant for upper limb function (standardised mean difference (SMD) 0.28, 95% confidence intervals (CI) 0.08 to 0.49 based on 12 studies with 397 participants).

Secondary outcomes: there were no statistically significant effects for grip strength, gait speed or global motor function. Results were statistically significant for the activities of daily living (ADL) outcome (SMD 0.43, 95% CI 0.18 to 0.69 based on eight studies with 253 participants); however, we were unable to pool results for cognitive function, participation restriction, quality of life or imaging studies. There were few adverse events reported across studies and those reported were relatively mild. Studies that reported on eligibility rates showed that only 26% of participants screened were recruited.

Authors' conclusions: We found evidence that the use of virtual reality and interactive video gaming may be beneficial in improving upper limb function and ADL function when used as an adjunct to usual care (to increase overall therapy time) or when compared with the same dose of conventional therapy. There was insufficient evidence to reach conclusions about the effect of virtual reality and interactive video gaming on grip strength, gait speed or global motor function. It is unclear at present which characteristics of virtual reality are most important and it is unknown whether effects are sustained in the longer term.

Conflict of interest statement

Kate Laver: none known.

Stacey George: none known.

Susie Thomas: none known.

Judith Deutsch conducts research on virtual reality for stroke rehabilitation. This research is funded by various sources and presented at scientific and professional meetings. She is co‐owner of a company that develops virtual reality for rehabilitation.

Maria Crotty: none known.

Figures

Figure 1
Figure 1
Study flow diagram.
Figure 2
Figure 2
Methodological quality summary: review authors' judgements about each methodological quality item for each included study.
Figure 3
Figure 3
Methodological quality graph: review authors' judgements about each methodological quality item presented as percentages across all included studies.
Analysis 1.1
Analysis 1.1
Comparison 1 Virtual reality versus conventional therapy: effect on upper limb function post‐treatment, Outcome 1 Upper limb function (composite measure).
Analysis 1.2
Analysis 1.2
Comparison 1 Virtual reality versus conventional therapy: effect on upper limb function post‐treatment, Outcome 2 Upper limb function (Fugl Meyer).
Analysis 1.3
Analysis 1.3
Comparison 1 Virtual reality versus conventional therapy: effect on upper limb function post‐treatment, Outcome 3 Hand function (grip strength).
Analysis 2.1
Analysis 2.1
Comparison 2 Virtual reality versus conventional therapy: upper limb function: subgroup analyses, Outcome 1 Dose of intervention.
Analysis 2.2
Analysis 2.2
Comparison 2 Virtual reality versus conventional therapy: upper limb function: subgroup analyses, Outcome 2 Time since onset of stroke.
Analysis 2.3
Analysis 2.3
Comparison 2 Virtual reality versus conventional therapy: upper limb function: subgroup analyses, Outcome 3 Specialised or gaming.
Analysis 2.4
Analysis 2.4
Comparison 2 Virtual reality versus conventional therapy: upper limb function: subgroup analyses, Outcome 4 Severity of impairment.
Analysis 3.1
Analysis 3.1
Comparison 3 Additional virtual reality intervention: effect on upper limb function post‐treatment, Outcome 1 Upper limb function (composite measure).
Analysis 3.2
Analysis 3.2
Comparison 3 Additional virtual reality intervention: effect on upper limb function post‐treatment, Outcome 2 Hand function (dexterity).
Analysis 4.1
Analysis 4.1
Comparison 4 Additional virtual reality intervention: effect on upper limb function post‐treatment: subgroup analyses, Outcome 1 Dose of intervention.
Analysis 4.2
Analysis 4.2
Comparison 4 Additional virtual reality intervention: effect on upper limb function post‐treatment: subgroup analyses, Outcome 2 Time since onset of stroke.
Analysis 4.3
Analysis 4.3
Comparison 4 Additional virtual reality intervention: effect on upper limb function post‐treatment: subgroup analyses, Outcome 3 Specialised or gaming.
Analysis 5.1
Analysis 5.1
Comparison 5 Virtual reality versus conventional therapy: effect on lower limb activity post‐treatment, Outcome 1 Gait speed.
Analysis 6.1
Analysis 6.1
Comparison 6 Virtual reality versus conventional therapy: effect on lower limb activity post‐treatment: subgroup analyses, Outcome 1 Dose of intervention: effect on gait speed.
Analysis 7.1
Analysis 7.1
Comparison 7 Additional virtual reality intervention: effect on global motor function post‐treatment, Outcome 1 Global motor function.
Analysis 8.1
Analysis 8.1
Comparison 8 Virtual reality versus conventional therapy: effect on secondary outcomes, Outcome 1 ADL outcome.
Analysis 9.1
Analysis 9.1
Comparison 9 Additional virtual reality intervention: effect on secondary outcomes, Outcome 1 ADL outcome.

Source: PubMed

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