Virtual Reality Therapy for Upper Limb Motor Impairments in Patients With Stroke: A Systematic Review and Meta-Analysis.

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Tác giả: Bárbara Rachel García-Ramos, José Luis González-Mora, Cristián Modroño, Rebeca Villarroel

Ngôn ngữ: eng

Ký hiệu phân loại:

Thông tin xuất bản: United States : Physiotherapy research international : the journal for researchers and clinicians in physical therapy , 2025

Mô tả vật lý:

Bộ sưu tập: NCBI

ID: 738937

BACKGROUND AND PURPOSE: Stroke is a major cause of disability in adults. Motor recovery through conventional therapy (CT) is a fundamental approach but can sometimes face challenges related to motivation. Virtual reality (VR) rehabilitation, specifically non-immersive VR, is an alternative therapy aimed at improving upper limb motor function and, consequently, functional independence in daily living activities. However, its effectiveness is still being evaluated. Therefore, a meta-analysis was conducted to evaluate the effectiveness of non-immersive VR in upper limb motor function, manual dexterity and the improvement of daily living activities in stroke patients. METHODS: The control groups included physical therapy or occupational therapy. We searched IEEE Digital Library, PubMed, SciELO, Scopus, PEDro, Web of Sciences and ScienceDirect until December 2023 and identified randomized controlled trials (RCTs). Quality and risk were assessed using the revised Cochrane Collaboration tool, PEDro scale, OCEBM, and GRADE. Publication bias and sensitivity analyses were also evaluated. The standardized mean difference (SMD) effect size was calculated to assess the effectiveness of VR therapy compared with conventional therapy. Subgroup analyses were subsequently performed to mitigate the observed heterogeneity and provide further clarity to the results. RESULTS: In line with previous research, using VR shows improvements in motor function and manual dexterity for stroke patients. Subgroup analyses reveal that the benefits of VR interventions are most pronounced during the acute and subacute recovery stages, particularly in motor function and manual dexterity. Furthermore, combining VR with traditional therapy seems to yield better outcomes in motor function and manual dexterity compared with VR alone. Notably, the type of VR control-whether sensory or manual-or whether the game is commercially available or rehabilitation-specific, does not seem to influence the outcomes. VR interventions lasting less than 4 weeks are effective in improving both motor function and manual dexterity, whereas interventions of 4 weeks or longer only show significant benefits in motor function. DISCUSSION: These findings highlight the versatility and potential of VR as a complementary tool in neurorehabilitation.
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