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Stroke Patients Could Regain Arm Function Using Virtual Reality

By HospiMedica International staff writers
Posted on 12 Oct 2011


Primary results of a new study indicate that using virtual reality (VR) human-computer interfaces may help adults who have suffered a stroke regain arm function and enhance their ability to perform standard tasks.

Researchers at Flinders University (Adelaide, Australia) searched the Cochrane Stroke Group Trials Register, the Cochrane Central Register of Controlled Trials, Medline, Embase, and seven additional databases to find studies that evaluate the effects of VR and interactive video gaming on upper limb, lower limb, and global motor function after stroke.

The primary outcomes were upper limb function and activity, gait and balance function, and activity and global motor function. Two review authors independently selected trials based on pre-defined criteria and a third review author-moderated disagreements when required. The authors contacted all investigators to obtain missing information.

The researchers found 19 trials involving 565 participants that filled the requisite criteria; the intervention approaches in the included studies were predominantly designed to improve motor function, rather than cognitive function or activity performance. The results were found to be statistically significant for arm function; there were no statistically significant effects for grip strength or gait speed. The researchers were also unable to determine the effect on global motor function, due to insufficient numbers of comparable studies. The results were statistically significant for activities of daily living outcome, but the researchers were unable to pool results for cognitive function, participation restriction, and quality of life or imaging studies. The study was published in the September 2011 issue of the Cochrane Database of Systematic Reviews.

“The use of virtual reality and interactive video gaming may be beneficial in improving arm function and daily living function when compared with the same dose of conventional therapy,” concluded lead author Kate Laver, MD, and colleagues of the department of rehabilitation and aged care. “There was insufficient evidence to reach conclusions about the effect of virtual reality and interactive video gaming on grip strength or gait speed. 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.”

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Flinders University





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