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Realidad virtual para la rehabilitación del accidente cerebrovascular

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References

Adie 2017 {published data only}

Adie K, Schofield C, Berrow M, Wingham J, Humfryes J, Pritchard C, et al. Does the use of Nintendo Wii Sports improve arm function? Trial of Wii in stroke: a randomized controlled trial and economic analysis. Clinical Rehabilitation 2017;31(2):173‐85. CENTRAL

Akinwuntan 2005 {published data only}

Akinwuntan A, Devos H, Verheyden G, Baten G, Kiekens C, Feys H, et al. Retraining moderately impaired stroke survivors in driving‐related visual attention skills. Topics in Stroke Rehabilitation 2010;17(5):328‐36. CENTRAL
Akinwuntan AE, De Weerdt W, Feys H, Pauwels J, Baten G, Arno P, et al. Effect of simulator training on driving after stroke. Neurology 2005;65(6):843‐50. CENTRAL
Devos H, Akinwuntan AE, Nieuwboer A, Ringoot I, Van Berghen K, Tant M, et al. Effect of simulator training on fitness to drive after stroke: a 5‐year follow up of a randomised controlled trial. Neurorehabilitation and Neural Repair 2010;24(9):843‐50. CENTRAL
Devos H, Akinwuntan AE, Nieuwboer A, Tant M, Truijen S, De Wit L, et al. Comparison of the effect of two driving retraining programs on on‐road performance after stroke. Neurorehabilitation and Neural Repair 2009;23(7):699‐705. CENTRAL

Barcala 2013 {published data only}

Barcala L, Grecco LAC, Colella F, Lucareli PRG, Salgado ASI, Oliveira CS. Visual biofeedback balance training using Wii Fit after stroke: a randomized controlled trial. Journal of Physical Therapy Science 2013;25(8):1027‐32. CENTRAL

Bower 2015 {published data only}

Bower K, Louie J, Landesrocha Y, Seedy P, Gorelik A, Bernhardt J. Clinical feasibility of interactive motion‐controlled games for stroke rehabilitation. Journal of Neuroengineering and Rehabilitation 2015;12:63. CENTRAL

Byl 2013 {published data only}

Byl N, Abrams G, Pitsch E, Fedulow I, Kim H, Simkins M, et al. Chronic stroke survivors achieve comparable outcomes following virtual task specific repetitive training guided by a wearable robotic orthosis (UL‐EXO7) and actual task specific repetitive training guided by a physical therapist. Journal of Hand Therapy 2013;26(4):343‐51. CENTRAL

Cho 2012 {published data only}

Cho K, Yu J, Jung J. Effects of virtual reality based rehabilitation on upper extremity function and visual perception in stroke patients: a randomized control trial. Journal of Physical Therapy Science 2012;24:1205‐8. CENTRAL

Chow 2013 {published data only}

Chow TK, Chan CM, Tong JMC. Effectiveness of virtual reality in balance training in stroke rehabilitation: a pilot study. Cerebrovascular Diseases 2013;36:17‐8. CENTRAL

Coupar 2012 {published data only}

Coupar F. Exploring Upper Limb Interventions After Stroke [PhD thesis]. Glasgow, UK: University of Glasgow, 2012. CENTRAL

Crosbie 2008 {published data only}

Crosbie J. Virtual Reality in the Rehabilitation of the Upper Limb Following Stroke [PhD Thesis]. UK: University of Ulster, 2008. CENTRAL
Crosbie J, Lennon S, McGoldrick M, McNeil M, McDonough S. Virtual reality in the rehabilitation of the arm after hemiplegic stroke: a randomized controlled pilot study. Clinical Rehabilitation 2012;26(9):798‐806. CENTRAL

da Silva Cameirao 2011 {published and unpublished data}

da Silva Cameirao M, Badia S, Duarte E, Verschure P. Virtual reality based rehabilitation speeds up functional recovery of the upper extremities after stroke: a randomized controlled pilot study in the acute phase of stroke using the Rehabilitation Gaming System. Restorative Neurology and Neuroscience 2011;29(5):287‐98. CENTRAL

da Silva Ribeiro 2015 {published data only}

da Fonseca EP, da Silva Ribeiro N, Pinto EB. Therapeutic effect of virtual reality on post‐stroke patients: randomized clinical trial. Journal of Stroke and Cerebrovascular Diseases 2017;26(1):94‐100. CENTRAL
da Silva Ribeiro NM, Ferraz DD, Pedreira E, Pinheiro I, da Silva Pinto AC, Neto MG, et al. Virtual rehabilitation via Nintendo Wii and conventional physical therapy effectively treat post‐stroke hemiparetic patients. Topics in Stroke Rehabilitation 2015;22(4):299‐305. CENTRAL

Fan 2014 {published data only}

Fan SC, Su FC, Chen SS, Hou WH, Sun JS, Chen KH, et al. Improved intrinsic motivation and muscle activation patterns in reaching task using virtual reality training for stroke rehabilitation: a pilot randomized control trial. Journal of Medical and Biological Engineering 2014;34(4):399‐407. CENTRAL

Galvao 2015 {published data only}

Galvao MLC, Gouvea PM, Ocamato GN, Silva AT, dos Reis LM, Kosour C, et al. Virtual reality effect on upper limb motor function paretic in post stroke. Revista Neurociencias 2015;23(4):493‐8. CENTRAL

Givon 2016 {published data only}

Givon N, Zeilig G, Weingarden H, Rand D. Video‐games used in a group setting is feasible and effective to improve indicators of physical activity in individuals with chronic stroke: a randomized controlled trial. Clinical Rehabilitation 2016;30(4):383‐92. CENTRAL

Han 2013 {published data only}

Han JY. The effect of virtual reality program on stroke patients with impaired standing balance. PM & R: the Journal of Injury, Function, and Rehabilitation 2013;5(9 Suppl 1):S237‐8. CENTRAL

Housman 2009 {published data only}

Housman SJ, Scott KM, Reikensmeyer DJ. A randomized controlled trial of gravity‐supported, computer‐enhanced arm exercise for individuals with severe hemiparesis. Neurorehabilitation and Neural Repair 2009;23(5):505‐14. CENTRAL

Hung 2014 {published and unpublished data}

Hung JW, Chou CX, Hsieh YW, Wu WC, Yu MY, Chen PC, et al. Randomized comparison trial of balance training by using exergaming and conventional weight‐shift therapy in patients with chronic stroke. Archives of Physical Medicine and Rehabilitation 2014;95(9):1629‐37. CENTRAL

Jaffe 2004 {published data only}

Jaffe DL, Brown DA, Pierson‐Carey CD, Buckley EL, Lew HL. Stepping over obstacles to improve walking in individuals with poststroke hemiplegia. Journal of Rehabilitation Research and Development 2004;41(3A):283‐92. CENTRAL

Jang 2005 {published data only}

Jang SH, You SH, Hallett M, Cho YW, Park CM, Cho SH, et al. Cortical reorganization and associated functional motor recovery after virtual reality in patients with chronic stroke: an experimenter‐blind preliminary study. Archives of Physical Medicine and Rehabilitation 2005;86:2218‐23. CENTRAL

Jannink 2008 {published data only}

Jannink MJA, Erren‐Wolters CV, De Kort AC, Van der Kooij H. An electric scooter simulation program for training the driving skills of stroke patients with mobility problems: a pilot study. Cyberpsychology and Behavior 2008;11(6):751‐4. CENTRAL

Jung 2012 {published data only}

Jung J, Yu J, Kang H. Effects of virtual reality treadmill training on balance and balance self‐efficacy in stroke patients with a history of falling. Journal of Physical Therapy Science 2012;24(11):1133‐6. CENTRAL

Kang 2009 {published data only}

Kang SH, Kim DK, Seo KM, Choi KN, Yoo JY, Sung SY, et al. A computerized visual perception rehabilitation programme with interactive computer interface using motion tracking technology ‐ a randomized controlled, single‐blinded, pilot clinical trial study. Clinical Rehabilitation 2009;23:434‐44. CENTRAL

Kim 2009 {published data only}

Kim JH, Jang SH, Kim CS, Jung JH, You JH. Use of virtual reality to enhance balance and ambulation in chronic stroke: a double‐blind, randomized controlled study. American Journal of Physical Medicine and Rehabilitation 2009;88:693‐701. CENTRAL

Kim 2011a {published data only}

Kim BR, Chun MH, Kim LS, Park JY. Effect of virtual reality on cognition in stroke patients. Annals of Rehabilitation Medicine 2011;35:450‐9. CENTRAL

Kim 2011b {published data only}

Kim YM, Chun MH, Yun GJ, Song YJ, Young HE. The effect of virtual reality training on unilateral spatial neglect in stroke patients. Annals of Rehabilitation Medicine 2011;35:309‐15. CENTRAL

Kim 2012a {published data only}

Kim E, Kang J, Park J, Jung B. Clinical feasibility of interactive commercial Nintendo gaming for chronic stroke rehabilitation. Journal of Physical Therapy Science 2012;24(9):901‐3. CENTRAL

Kiper 2011 {published and unpublished data}

Kiper P, Piron L, Turolla A, Stozek J, Tonin P. The effectiveness of reinforced feedback in virtual environment in the first 12 months after stroke. Neurologia i Neurochirurgia Polska 2011;45(5):436‐44. CENTRAL

Klamroth‐Marganska 2014 {published data only}

Klamroth‐Marganska V, Blanco J, Campen K, Curt A, Dietz V, Ettlin T, et al. Three‐dimensional, task‐specific robot therapy of the arm after stroke: a multicentre, parallel‐group randomised trial. Lancet Neurology 2014;13(2):159‐66. CENTRAL

Ko 2015 {published data only}

Ko YJ, Ha HG, Bae YH, Lee WH. Effect of space balance 3D training using visual feedback on balance and mobility in acute stroke patients. Journal of Physical Therapy Science 2015;27(5):1593‐6. CENTRAL

Kong 2014 {published data only}

Kong KH. Efficacy of a virtual reality commercial gaming device in upper limb recovery after stroke: a randomized, controlled study. Topics in Stroke Rehabilitation 2016;23(5):333‐40. CENTRAL
Kong KH. Efficacy of computer gaming in upper limb recovery after stroke: a randomized, controlled study. Cerebrovascular Diseases 2014;38:109. CENTRAL
Loh YJ. Effectiveness of Nintendo Wii gaming in facilitating upper limb recovery after stroke: a randomised, controlled study. 5th Singapore Health and Biomedical Congress 2014. 2014; Vol. 43 (Suppl), issue 9:S147. CENTRAL

Kwon 2012 {published data only}

Kwon J, Park M, Yoon I, Park S. Effects of virtual reality on upper extremity function and activities of daily living performance in acute stroke: a double‐blind randomized clinical trial. Neurorehabilitation 2012;31(4):379‐85. CENTRAL

Lam 2006 {published data only}

Lam YS, Man DWK, Tam SF, Weiss PL. Virtual reality training for stroke rehabilitation. Neurorehabilitation 2006;21:245‐53. CENTRAL

Lee 2013 {published data only}

Lee SW, Shin DC, Song CH. The effects of visual feedback training on sitting balance ability and visual perception of patients with chronic stroke. Journal of Physical Therapy Science 2013;25(5):635‐9. CENTRAL

Lee 2014a {published data only}

Lee CH, Kim Y, Lee BH. Augmented reality‐based postural control training improves gait function in patients with stroke: randomized controlled trial. Hong Kong Physiotherapy Journal 2014;32(2):51‐7. CENTRAL

Lee 2015a {published data only}

Lee HY, Kim YL, Lee SM. Effects of virtual reality based training and task oriented training on balance performance in stroke patients. Journal of Physical Therapy Science 2015;27(6):1883‐8. CENTRAL

Lee 2015b {published data only}

Lee S, Kim Y, Lee B. Effect of virtual reality‐based bilateral upper extremity training on upper extremity function after stroke: a randomized controlled clinical trial. Occupational Therapy International 2016;23(4):357‐68. CENTRAL
Lee SH, Kim YM, Lee BH. Effects of virtual reality‐based bilateral upper‐extremity training on brain activity in post‐stroke patients. Journal of Physical Therapy Science 2015;27(7):2285‐7. CENTRAL

Levin 2012 {published data only}

Levin MF, Snir O, Liebermann DG, Weingarden H, Weiss PL. Virtual reality versus conventional treatment of reaching ability in chronic stroke: clinical feasibility study. Neurology and Therapy 2012;1(1):1‐15. CENTRAL

Linder 2015 {published data only}

Linder SM, Rosenfeldt AB, Bay RC, Sahu K, Wolf SL, Alberts JL. Improving quality of life and depression after stroke through telerehabilitation. American Journal of Occupational Therapy 2015;69:1‐10. CENTRAL

Llorens 2015 {published data only}

Llorens R, Gil‐Gomez JA, Alcaniz M, Colomer C, Noe E. Improvement in balance using a virtual‐reality based stepping exercise: a randomized controlled trial involving individuals with chronic stroke. Clinical Rehabilitation 2015;29(3):261‐8. CENTRAL

Low 2012 {published data only}

Low AY, Ng YS, Chan Y, Tan DML, Bok CW, Fook Chong SMC, et al. Effect of virtual reality rehabilitation as an adjunct to conventional therapy in people with sub‐acute stroke: a randomised controlled pilot trial. Proceedings of Singapore Healthcare 2012;21:S357. CENTRAL

Manlapaz 2010 {published and unpublished data}

Manlapaz D, Silverio A, Navarro JA, Regacho M, Ang M, Canaberal C, et al. Effectiveness of using Nintendo Wii in rehabilitation of chronic stroke patients with upper limb hemiparesis. Physiotherapy 2011;97:eS746‐eS747. CENTRAL
Manlapaz D, Silverio L, Navarro J, Ang M, Regacho M, Canaberal K, et al. Effectiveness of using Nintendo Wii in rehabilitation of chronic stroke patients with upper limb hemiparesis. Hong Kong Physiotherapy Journal 2010;28:25. CENTRAL

Mao 2015 {published and unpublished data}

Mao Y, Chen P, Li L, Li L, Huang D. Changes of pelvis control with subacute stroke: a comparison of body‐weight support treadmill training coupled virtual reality system and over‐ground training. Technology and Health Care 2015;23:S355‐S364. CENTRAL

Matsuo 2013 {published data only}

Matsuo A, Takahara T, Hiraoka N, Hiyamizu M, Maeoka H, Okada Y. Effectiveness of interactive video gaming system in stroke rehabilitation. Cerebrovascular Diseases 2013;35(Suppl 3):779. CENTRAL

Mazer 2005 {published and unpublished data}

Mazer B, Gelinas I, Duquette J, Vanier M, Rainville C, Chilingaryan G. A randomized clinical trial to determine effectiveness of driving simulator retraining on the driving performance of clients with neurological impairment. British Journal of Occupational Therapy 2015;78(6):369‐76. CENTRAL
Mazer B, Gelinas I, Vanier M, Duquette J, Rainville C, Hanley J. Effectiveness of retraining using a driving simulator on the driving performance of clients with a neurological impairment. Neurorehabilitation and Neural Repair 2005;19:383. CENTRAL

McNulty 2015 {published data only}

McNulty PA, Thompson‐Butel AG, Faux S, Lin G, Katrak P, Harris LR, et al. The efficacy of Wii‐based movement therapy for upper limb rehabilitation in the chronic poststroke period: a randomized controlled trial. International Journal of Stroke 2015;10:1253‐60. CENTRAL
Trinh T, Scheuer SE, Thompson‐Butel AG, Shiner CT, McNulty PA. Cardiovascular fitness is improved post‐stroke with upper limb Wii‐based movement therapy but not dose matched constraint therapy. Topics in Stroke Rehabilitation 2016;23(3):208‐16. CENTRAL

Mirelman 2008 {published and unpublished data}

Mirelman A, Bonato P, Deutsch JE. Effects of training with a robot‐virtual reality system compared with a robot alone on the gait of individuals after stroke. Stroke 2008;40:169‐74. CENTRAL
Mirelman A, Pattriti B, Bonato P, Deutsch J. Effects of virtual reality training on gait biomechanics of individuals post‐stroke. Gait and Posture 2010;31(4):433‐7. CENTRAL

Morone 2014 {published data only}

Morone G, Tramontano M, Iosa M, Shofany J, Iemma A, Musicco M, et al. The efficacy of balance training with video game‐based therapy in subacute stroke patients: a randomized controlled trial. BioMed Research International 2014;DOI: 10.1155/2014/580861:1‐6. CENTRAL

Nara 2015 {published data only}

Nara K, Yuhyun P, Byoung‐Hee L. Effects of community‐based virtual reality treadmill training on balance ability in patients with chronic stroke. Journal of Physical Therapy Science 2015;27(3):655‐8. CENTRAL

Piron 2007 {published data only}

Piron L, Tombolini P, Turolla A, Zucconi C, Agostini M, Dam M, et al. Reinforced feedback in virtual environment facilitates the arm motor recovery in patients after a recent stroke. International Workshop of Virtual Rehabilitation. 2007:121‐3. CENTRAL

Piron 2009 {published data only}

Piron L, Turolla A, Agostini M, Zucconi C, Cortese F, Zampolini M, et al. Exercises for paretic upper limb after stroke: a combined virtual‐reality and telemedicine approach. Journal of Rehabilitation Medicine 2009;41:1016‐20. CENTRAL

Piron 2010 {published data only}

Piron L, Turolla A, Agostini M, Zucconi C, Ventura L, Tonin P, et al. Motor learning principles for rehabilitation: a pilot randomized controlled study in poststroke patients. Neurorehabilitation and Neural Repair 2010;24(6):501‐8. CENTRAL

Prange 2015 {published data only}

Prange GB, Kottink AI, Buurke JH, Eckhardt MM, Keulen‐Rouweler BJ, Ribbers GM, et al. The effect of arm support combined with rehabilitation games on upper‐extremity function in subacute stroke: a randomized controlled trial. Neurorehabilitation and Neural Repair 2015;29(2):174‐82. CENTRAL

Rajaratnam 2013 {published data only}

Rajaratnam BS, Gui Kaien J, Lee Jialin K, Sweesin K, Sim Fenru S, Enting L, et al. Does the inclusion of virtual reality games within conventional rehabilitation enhance balance retraining after a recent episode of stroke?. Rehabilitation Research and Practice2013; Vol. 2013:649561. CENTRAL

Reinkensmeyer 2012 {published data only}

Reinkensmeyer DJ, Wolbrecht ET, Chan V, Chou C, Cramer SC, Bobrow JE. Comparison of three dimensional, assist‐as‐needed robotic arm/hand movement training provided with Pneu‐WREX to conventional tabletop therapy after chronic stroke. American Journal of Physical and Medical Rehabilitation 2012;91(11):S232‐S241. CENTRAL

Saposnik 2010 {published and unpublished data}

Saposnik G, Teasell R, Mamdani M, Hall J, McIlroy W, Cheung D, Stroke Outcome Research Canada (SORCan) Working Group. Effectiveness of virtual reality using Wii gaming technology in stroke rehabilitation: a pilot randomized clinical trial and proof of principle. Stroke 2010;41:1477‐84. CENTRAL

Saposnik 2016 {published data only}

Saposnik G, Cohen LG, Mamdani M, Pooyania S, Ploughman M, Cheung D, et al. Efficacy and safety of non‐immersive virtual reality exercising in stroke rehabilitation (EVREST): a randomised, multicentre, single blind, controlled trial. Lancet Neurology 2016;15(10):1019‐27. CENTRAL

Shin 2014 {published data only}

Shin JH, Ryu H, Jang SH. A task‐specific interactive game‐based virtual reality rehabilitation system for patients with stroke: a usability test and two clinical experiments. Journal of NeuroEngineering and Rehabilitation 2014;11:32. CENTRAL

Shin 2015 {published data only}

Shin JH, Kim MY, Lee JY, Jeon YJ, Kim S, Lee S, et al. Effects of virtual reality‐based rehabilitation on distal upper extremity function and health related quality of life: a single blinded, randomized controlled trial. Journal of Neuroengineering and Rehabilitation 2016;13(17):doi:10.1186/s12984‐016‐0125‐x. CENTRAL
Shin JH, Park SB, Jang SH. Effects of game‐based virtual reality on health‐related quality of life in chronic stroke patients: a randomized, controlled study. Computers in Biology and Medicine 2015;63:92‐8. CENTRAL

Sin 2013 {published data only}

Sin HH, Lee GC. Additional virtual reality training using Xbox Kinect in stroke survivors with hemiplegia. American Journal of Physical Medicine and Rehabilitation 2013;92:871‐80. CENTRAL

Song 2015 {published data only}

Song GB, Park EC. Effect of virtual reality games on stroke patients' balance, gait, depression, and interpersonal relationships. Journal of Physical Therapy Science 2015;27(7):2057‐60. CENTRAL

Standen 2011 {unpublished data only}

Standen P, Brown D, Battersby S, Walker M, Connell L, Richardson A, et al. A study to evaluate a low cost virtual reality system for home based rehabilitation of the upper limb following stroke. International Journal on Disability and Human Development 2011;10(4):337‐41. CENTRAL
Standen PJ, Threapleton K, Richardson A, Connell L, Brown DJ, Battersby S, et al. A low cost virtual reality system for home based rehabilitation of the arm following stroke: a randomised controlled feasibility trial. Clinical Rehabilitation 2017;31(3):340‐50. CENTRAL

Subramanian 2013 {published and unpublished data}

Subramanian S, Lourenco C, Chilingaryan G, Sveistrup H, Levin M. Arm motor recovery using a virtual reality intervention in chronic stroke: randomized control trial. Neurorehabilitation and Neural Repair 2013;27(1):13‐23. CENTRAL

Sucar 2009 {published data only}

Sucar LE, Leder R, Hernandez J, Sanchez I, Azcarate G. Clinical evaluation of a low‐cost alternative for stroke rehabilitation. IEEE 11th International Conference on Rehabilitation Robotics. 2009:863‐6. CENTRAL

Thielbar 2014 {published data only}

Thielbar KO, Lord TJ, Fischer HC, Lazzaro EC, Barth KC, Stoykov ME, et al. Training finger individuation with a mechatronic‐virtual reality system leads to improved fine motor control post‐stroke. Journal of NeuroEngineering and Rehabilitation 2014;11(690):171. CENTRAL

Ucar 2014 {published data only}

Ucar D, Paker N, Bugdayci D. Lokomat: a therapeutic chance for patients with chronic hemiplegia. NeuroRehabilitation 2014;34(3):447‐53. CENTRAL

Xiang 2014 {published data only}

Xiang X, Yu‐rong M, Jiang‐li Z, Li L, Guang‐qing X, Dong‐feng H. Virtual reality enhanced body weight supported treadmill training improved lower limb motor function in patients with cerebral infarction. Chinese Journal of Tissue Engineering Research 2014;18(7):1143‐8. CENTRAL

Yang 2008 {published data only}

Yang YR, Tsai MP, Chuang TY, Sung WH, Wang RY. Virtual reality‐based training improves community ambulation in individuals with stroke: a randomized controlled trial. Gait and Posture 2008;28:201‐6. CENTRAL

Yang 2011 {published data only}

Yang S, Hwang WH, Tsai YC, Liu FK, Hsieh LF, Chern JS. Improving balance skills in patients who had stroke through virtual reality treadmill training. American Journal of Physical Medicine and Rehabilitation 2011;90:969‐78. CENTRAL

Yavuzer 2008 {published data only}

Yavuzer G, Senel A, Atay MBG, Stam HJ. 'Playstation EyeToy games' improve upper extremity‐related motor functioning in subacute stroke: a randomized controlled clinical trial. European Journal of Physical and Rehabilitation Medicine 2008;44:237‐44. CENTRAL

Yin 2014 {published data only}

Yin CW, Sien NY, Ying LA, Chung SFM, Leng DTM. Virtual reality for upper extremity rehabilitation in early stroke: a pilot randomized controlled trial. Clinical Rehabilitation 2014;28(11):1107‐14. CENTRAL

You 2005 {published data only}

You SH, Jang SH, Kim YH, Hallett M, Ahn SH, Kwon YH, et al. Virtual reality‐induced cortical reorganization and associated locomotor recovery in chronic stroke: an experimenter‐blind randomized study. Stroke 2005;36:1166‐71. CENTRAL

Zucconi 2012 {published and unpublished data}

Zucconi C, Valt V, Agostini M, Turolla A, Tonin P, Piron L. Assessment of a virtual teacher feedback for the recovery of the upper limb after stroke. Neurorehabilitation and Neural Repair 2012;26(4):407. CENTRAL

Abdollahi 2014 {published data only}

Abdollahi F, Case Lazarro ED, Listenberger M, Kenyon RV, Kovic M, Bogey RA. Error augmentation enhancing arm recovery in individuals with chronic stroke: randomized crossover design. Neurorehabilitation and Neural Repair 2014;28(2):120‐8. CENTRAL

Bower 2014 {published data only}

Bower KJ, Clark RA, McGinley JL, Martin CL, Miller KJ. Clinical feasibility of the Nintendo WiiTM for balance training post‐stroke: a phase II randomized controlled trial in an inpatient setting. Clinical Rehabilitation 2014;28(9):912‐23. CENTRAL

Braun 2016 {published data only}

Braun T, Marks D, Thiel C, Zietz D, Zutter D, Gruneberg C. Effects of additional, dynamic supported standing practice on functional recovery in patients with sub‐acute stroke: a randomized pilot and feasibility trial. Clinical Rehabilitation 2016;30(4):374‐82. CENTRAL

Broeren 2008 {published data only}

Broeren J, Claesson L, Goude D, Rydmark M, Sunnerhagen K. Virtual rehabilitation in an activity centre for community‐dwelling persons with stroke. Cerebrovascular Diseases 2008;26:289‐96. CENTRAL

Cameirao 2012 {published data only}

Cameirao M, Badia S, Duarte E, Frisoli A, Verschure P. The combined impact of virtual reality neurorehabilitation and its interfaces on upper extremity functional recovery in patients with chronic stroke. Stroke 2012;43(10):2720‐8. CENTRAL

Cho 2013 {published data only}

Cho KH, Lee WH. Virtual walking training program using a real‐world video recording for patients with chronic stroke. American Journal of Physical Medicine and Rehabilitation 2013;92:371‐84. CENTRAL

Cho 2015 {published data only}

Cho KH, Kim MK, Lee HJ, Lee WH. Virtual reality training with cognitive load improves walking function in chronic stroke patients. Tohoku Journal of Experimental Medicine 2015;236(4):273‐80. CENTRAL

Chortis 2008 {published data only}

Chortis A, Standen PJ, Walker M. Virtual reality system for upper extremity rehabilitation of chronic stroke patients living in the community. International Conference on Disability, Virtual Reality & Associated Technologies (ICDVRAT). 2008:221‐8. CENTRAL

Cikaljo 2012 {published data only}

Cikaljo I, Rudolf M, Goljar N, Burger H, Matjacic Z. Telerehabilitation using virtual reality task can improve balance in patients with stroke. Disability and Rehabilitation 2012;34(1):13‐8. CENTRAL

Der‐Yeghiaian 2009 {published data only}

Der‐Yeghiaian L, Sharp K, See J, Abidi N, Mai K, Cramer S. Robotic therapy after stroke and the influence of baseline motor status. International Stroke Conference Poster Presentations. 2009:e169. CENTRAL

Edmans 2009 {published data only}

Edmans J, Gladman J, Hilton D, Walker M, Sunderland A, Cobb S, et al. Clinical evaluation of a non‐immersive virtual environment in stroke rehabilitation. Clinical Rehabilitation 2009;23:106‐16. CENTRAL

Fischer 2007 {published data only}

Fischer HC, Stubblefield K, Kline T, Luo X, Kenyon RV, Kamper DG. Hand rehabilitation following stroke: a pilot study of assisted finger extension training in a virtual environment. Topics in Stroke Rehabilitation 2007;14(1):1‐12. CENTRAL

Fritz 2013 {published data only}

Fritz S, Peters D, Merlo A, Donley J. Active video‐gaming effects on balance and mobility in individuals with chronic stroke: a randomized controlled trial. Topics in Stroke Rehabilitation 2013;20(3):218‐25. CENTRAL

Gnajaraj 2007 {published data only}

Gnajaraj J, Chowdry H, Kumar S. Influence of virtual reality environment on the recovery after stroke. Archives of Physical Medicine and Rehabilitation 2007;88:E3. CENTRAL

Hollenstein 2011 {published data only}

Hollenstein C, Cabri J. Supplementary therapy with computer‐assisted training system compared to ergotherapeutic arm group therapy [Zusatztherapie mit computerunterstütztem Trainingssystem im Vergleich zu ergotherapeutischer Armgruppentherapie]. NeuroRehabilitation 2011;3.01:40‐2. CENTRAL

In 2012 {published data only}

In T, Jung K, Lee S, Song C. Virtual reality reflection therapy improves motor recovery and motor function in the upper extremities of people with chronic stroke. Journal of Physical Therapy Science 2012;24(4):339‐43. CENTRAL

Katz 2005 {published data only}

Katz N, Ring H, Naveh Y, Kizony R, Feintuch U, Weiss PL. Interactive virtual environment training for safe street crossing of right hemisphere stroke patients with unilateral spatial neglect. Disability and Rehabilitation 2005;27(20):1235‐43. CENTRAL

Kim 2012b {published data only}

Kim IC, Lee BH. Effects of augmented reality with functional electric stimulation on muscle strength, balance and gait of stroke patients. Journal of Physical Therapy Science 2012;24(8):755‐62. CENTRAL

Kim 2015a {published data only}

Kim HS, Choi WJ, Lee K, Song CH. Virtual dual‐task treadmill training using video recording for gait of chronic stroke survivors: a randomized controlled trial. Journal of Physical Therapy Science 2015;27(12):3693‐7. CENTRAL

Kim 2015b {published data only}

Kim N, Park Y, Lee BH. Effects of community‐based virtual reality treadmill training on balance ability in patients with chronic stroke. Journal of Physical Therapy Science 2015;27(3):655‐8. CENTRAL

Krebs 2008 {published data only}

Krebs HI, Mernoff S, Fasoli SE, Hughes R, Stein J, Hogan N. A comparison of functional and impairment‐based robotic training in severe to moderate chronic stroke: a pilot study. NeuroRehabilitation 2008;23:81‐7. CENTRAL

Lee 2014b {published data only}

Lee D, Lee M, Lee K, Song C. Asymmetric training using virtual reality reflection equipment and the enhancement of upper limb function in stroke patients: a randomized controlled trial. Journal of Stroke and Cerebrovascular Diseases 2014;23(6):1319‐26. CENTRAL

Llorens 2014 {published data only}

Llorens R, Albiol S, Gil‐Gomez J, Alcaniz M, Colomer C, Noe E. Balance rehabilitation using custom‐made Wii Balance Board exercises: clinical effectiveness and maintenance of gains in an acquired brain injury population. International Journal on Disability and Human Development 2014;13(3):327‐332. CENTRAL

Masiero 2014 {published data only}

Masiero S, Armani M, Ferlini G, Rosati G, Rossi A. Randomized trial of a robotic assistive device for the upper extremity during early inpatient stroke rehabilitation. Neurorehabilitation and Neural Repair 2014;28(4):377‐86. CENTRAL

McEwen 2014 {published data only}

McEwen D, Taillon‐Hobson A, Bilodeau M, Sveistrup H, Finestone H. Virtual reality exercise improves mobility after stroke: an inpatient randomized controlled trial. Stroke2014; Vol. 45, issue 6:1853‐1855. CENTRAL

Rand 2014 {published data only}

Rand D, Givon N, Weingarden H, Nota A, Zeilig G. Eliciting upper extremity purposeful movements using video games: a comparison with traditional therapy for stroke rehabilitation. Neurorehabilitation and Neural Repair 2014;28(8):733‐9. CENTRAL

Rutz‐LaPitz 2011 {published data only}

Rutz‐LaPitz L, Hollenstein C, Baumann Y, Kaufeler R, Gosoniu N. Effectiveness of armeo versus task‐oriented arm group as augmentation to upper extremity conventional therapy in acute rehabilitation post stroke. Physiotherapy 2011;97:eS1072‐3. CENTRAL

Shin 2010 {published data only}

Shin WS, Lee DY, Lee SW. The effects of rehabilitation exercise using a home video game (PS2) on gait ability of chronic stroke patients. Journal of the Korea Academia‐Industrial Cooperation Society 2010;11(1):368‐74. CENTRAL

Song 2010 {published data only}

Song CH, Seo SM, Lee GC. Video game‐based exercise for upper extremity function rehabilitation of chronic stroke patients: results from a randomized, controlled, single‐blind trial. International Journal of Stroke 2010;5:304. CENTRAL

Turolla 2013 {published data only}

Turolla A, Dam M, Ventura L, Tonin P, Agostini M, Zucconi C. Virtual reality for the rehabilitation of the upper limb motor function after stroke: a prospective controlled trial. Journal of NeuroEngineering and Rehabilitation 2013;10(85):doi: 10.1186/1743‐0003‐10‐85. CENTRAL

Viana 2014 {published data only}

Viana RT, Laurentino GE, Souza RJ, Fonseca JB, Silva Filho EM, Dias SN. Effects of the addition of transcranial direct current stimulation to virtual reality therapy after stroke: a pilot randomized controlled trial. Neurorehabilitation 2014;34:437‐46. CENTRAL

Wolf 2015 {published data only}

Wolf S, Sahu K, Bay C, Buchanan S, Reiss A, Linder S, et al. The HAAPI (Home Arm Assistance Progression Initiative) Trial. Neurorehabilitation & Neural Repair 2015;29(10):958‐68. CENTRAL

Yom 2015 {published data only}

Yom C, Cho HY, Lee B. Effects of virtual reality‐based ankle exercise on the dynamic balance, muscle tone, and gait of stroke patients. Journal of Physical Therapy Science 2015;27(3):845‐9. CENTRAL

Yoo 2015 {published data only}

Yoo C, Yong M, Chung J, Yang Y. Effect of computerized cognitive rehabilitation program on cognitive function and activities of living in stroke patients. Journal of Physical Therapy Science 2015;27(8):2487‐9. CENTRAL

Almeida 2014 {published data only}

Almeida J, Castro P, Dos Santoa Moreira C, Battistella LR. Development of a protocol for treatment of post stroke patients with virtual reality: preliminary results. PM & R : the Journal of Injury, Function, and Rehabilitation 2014;6(8 Suppl 2):S110. CENTRAL
Do Amaral Santos PL, Castro PCG, Dos Santos Moreira C, Battistella LR. Retaining the effects of virtual reality therapy on posture control of patients with stroke: preliminary results. PM & R : the Journal of Injury, Function, and Rehabilitation 2014;6(8 Suppl 2):S110. CENTRAL

Connor 2016 {published data only}

Connor D, Stockley R, Moss S, Allsop L, Edge W. Using virtual reality for upper limb recovery post stroke: a pilot study. Cerebrovascular Diseases 2016;41:49. CENTRAL

de Paula Oliveira 2015 {published data only}

Oliveira TDP, Miranda CS, Gouvea J, Perez DB, Marques AP, Piemonte MEP. Improvement of balance and gait in patients with stroke after training based on Nintendo Wii fitTM games: randomized controlled trial. Physiotherapy 2015;101:eS1207. CENTRAL
de Paula Oliveira T, Miranda CS, De Gouva JXM, Perez DB, Marques AP, Piemonte MEP. Balance training in virtual reality in patients with chronic sequels of stroke: effects on ICF domains, preliminary data. 3rd Workshop on ICTs for improving Patients Rehabilitation Research Techniques, REHAB 2015, 1‐2 October 2015. 2015. CENTRAL

Faria 2016 {published data only}

Faria AL, Andrade A, Soares L, Badia SB. Benefits of virtual reality based cognitive rehabilitation through simulated activities of daily living: a randomized controlled trial with stroke patients. Journal of NeuroEngineering and Rehabilitation 2016;13(1):1‐12. CENTRAL

In 2016 {published data only}

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Lee 2015c {published data only}

Lee HJ, Kim MK, Lee KB, Lee WH. The effects of treadmill training using real‐walk simulation in stroke patients. Physiotherapy 2015;May:eS846. CENTRAL

Lee 2016a {published data only}

Lee M, Son J, Kim J, Pyun SB, Eun SD, Yoon B. Comparison of individualized virtual reality‐ and group‐based rehabilitation in older adults with chronic stroke in community settings: a pilot randomized controlled trial. European Journal of Integrative Medicine 2016;8(5):738‐46. CENTRAL

Lee 2016b {published data only}

Lee MM, Shin DC, Song CH. Canoe game‐based virtual reality training to improve trunk postural stability, balance, and upper limb motor function in subacute stroke patients: a randomized controlled pilot study. Journal of Physical Therapy Science 2016;28(7):2019‐24. CENTRAL

Lin 2015 {published data only}

Lin CH, Chou LW, Luo HJ, Tsai PY, Lieu FK, Chiang AL, et al. Effects of computer‐aided interlimb force coupling training on paretic hand and arm motor control following chronic stroke: a randomized controlled trial. PLoS ONE2015; Vol. 10, issue 7. CENTRAL

Marshall 2016 {published data only}

Marshall J, Booth T, Devane N, Galliers J, Greenwood H, Hilari K, et al. Evaluating the benefits of aphasia intervention delivered in virtual reality: results of a quasi‐randomised study. PLoS ONE2016; Vol. DOI: 10.1371/journal.pone.0160381. CENTRAL

Nijenhuis 2017 {published data only}

Nijenhuis SM, Prange‐Lasonder GB, Stienen AHA, Rietman JS, Buurke JH. Effects of training with a passive hand orthosis and games at home in chronic stroke: a pilot randomised controlled trial. Clinical Rehabilitation 2017;31(2):207‐16. CENTRAL

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Simsek T, Cekok K. The effects of Nintendo WiiTM‐based balance and upper extremity training on activities of daily living and quality of life in patients with sub‐acute stroke: a randomized controlled study. International Journal of Neuroscience 2016;126(12):1061‐70. CENTRAL

Turkbey 2017 {published data only}

Turkbey T, Kutlay S, Gok H. Clinical feasibility of Xbox Kinect training for stroke rehabilitation: a single blind randomized controlled pilot study. Journal of Rehabilitation Medicine 2017;49(1):22‐9. CENTRAL

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Zondervan D, Friedman N, Chang E, Zhao X, Augburger R, Reinkensmeyer D, et al. Home‐based hand rehabilitation after chronic stroke: randomized, controlled single‐blind trial comparing the music glove with a conventional exercise program. Journal of Rehabilitation Research and Development 2016;53(4):457‐72. CENTRAL

ACTRN12614000427673 {published data only}

Bird ML, Cannell J, Callisaya ML, Moles E, Rathjen A, Lane K, et al. "FIND Technology": investigating the feasibility, efficacy and safety of controller‐free interactive digital rehabilitation technology in an inpatient stroke population: study protocol for a randomized controlled trial. Trials 2016;17(1):203. CENTRAL

Deutsch 2010 {published data only}

Deutsch J. Interactive video gaming compared to optimal standard of care to improve balance and mobility. Personal communication2010. CENTRAL

Duff 2013 {published data only}

Duff A, Nirme J, Rubio B, Duarte E, Cuxart A, Rodriguez S, et al. The optimal dosage of the rehabilitation gaming system: the longer impact of a longer period of virtual reality based and standard occupational training on upper limb recovery in the acute phase of stroke. Cerebrovascular Diseases 2013;35:146. CENTRAL

Dunsky 2014 {published data only}

Dunsky AD, Hutzler YH, Fishbein PF. Dual task training using virtual reality: influence on walking and balance in individuals post‐stroke. European Geriatric Medicine 2014;5:S165. CENTRAL

Kairy 2015 {published data only}

Kairy D, Poissant L, Higgins J, Hernandez A, Archambault PS, Norouzi‐Gheidari N. Using a virtual reality gaming system to supplement upper extremity rehabilitation post stroke. Archives of Physical Medicine and Rehabilitation 2015;96:e17. CENTRAL

Kairy 2016 {published data only}

Kairy D, Veras M, Archambault P, Hernandez A, Higgins J, Levin M, et al. Maximizing post‐stroke upper limb rehabilitation using a novel telerehabilitation interactive virtual reality system in the patient's home: study protocol of a randomized clinical trial. Contemporary Clinical Trials 2016;47:49‐53. CENTRAL

Karatas 2014 {published data only}

Karatas GK, Karasu AU, Balevi E. Wii‐based balance rehabilitation is effective in stroke: a randomized controlled study. Neurorehabilitation and Neural Repair 2012;26:767. CENTRAL

Kiper 2014 {published data only}

Kiper P, Agostini M, Luque‐Moreno C, Tonin P, Turolla A. Reinforced feedback in virtual environment for rehabilitation of upper extremity dysfunction after stroke: preliminary data from a randomized controlled trial. BioMed Research International2014. CENTRAL

Kizony 2013 {published data only}

Kizony R, Weiss PL, Feldman Y, Shani M, Elion O, Kizony R, et al. Evaluation of a tele‐health system for upper extremity stroke rehabilitation. 2013 10th International Conference on Virtual Rehabilitation, ICVR 2013, 26‐29 August 2013. 2013. CENTRAL

NCT01365858 {published and unpublished data}

NCT01365858. Virtual action planning in stroke: a control rehabilitation study. clinicaltrials.gov/ct2/show/NCT01365858(accessed December 2013). [NCT01365858]CENTRAL

NCT01806883 {published data only}

Bensmail B. Evaluation of the Effects of Rehabilitation Using the "Wii" on Upper Limb Kinematics in Chronic Stroke Patients. clinicaltrials.gov2013. CENTRAL

NCT02013999 {published data only}

NCT02013999. The development of upper extremity rehabilitation program using virtual reality for the stroke patients. clinicaltrials.gov/ct2/show/NCT02013999(accessed December 2013). [NCT02013999]CENTRAL

NCT02079103 {published data only}

Brunner I, Skouen J, Hofstad H, Strand L, Becker F, Sanders AM, et al. Virtual reality training for upper extremity in subacute stroke (VIRTUES): study protocol for a randomized controlled multicenter trial. BMC Neurology2014; Vol. 14, issue 1. CENTRAL

NCT02553993 {published data only}

Hung, JW. Comparing the Cognitive Effects of Two Exergame Training and Traditional Training in Patients With Chronic Stroke. ClinicalTrials.gov. CENTRAL

NCT02592759 {published data only}

Gil Seo H. Effects of Upper Extremity Rehabilitation Using Smart Glove in Stroke Patients. ClinicalTrials.gov. CENTRAL

NCT02688413 {published data only}

Caso V. Study Evaluating the MindMotionPRO for Early Post‐stroke Upper‐limb Rehabilitation (MOVE‐Rehab). ClinicalTrials.gov. CENTRAL

NCT02857803 {unpublished data only}

Faria AL, Bermudez i Badia S. Development and evaluation of a web‐based cognitive task generator for personalized cognitive training: a proof of concept study with stroke patients. REHAB 2015: 3rd workshop on ICTs for improving patients research techniques. 2015:1‐4. CENTRAL
Faria AL, Pinho M, Bermudez i Badia S. Personalizing cognitive rehabilitation through a web‐based Task Generator: an evaluation study with stroke patients. International Neuropsychological Society 2016 Mid year meeting. 2016; Vol. 2016. CENTRAL
Faria Al, Vourvopoulos A, Cameirao MS, Fernandes JC, Bermudez i Badia S. An integrative virtual reality cognitive‐motor intervention approach in stroke rehabilitation: a pilot study. 10th International Conference, Disability, Virtual Reality and Associated Technologies (ICDVRAT). 2014. CENTRAL
NCT02857803. A randomised controlled trial comparing the impact of virtual reality, paper and pencil and conventional methods on stroke rehabilitation. ClinicalTrials.gov2016. CENTRAL
Vourvopoulos A, Faria AL, Ponnam K, Bermudez i Badia S. RehabCity: design and validation of a cognitive assessment and rehabilitation tool through gamified simulations of activities of daily living. 11th Advances in Computer Entertainment Technology Conference. November 2014. CENTRAL

NTR2247 {published data only}

NTR2247. Effect of virtual reality training on reach after stroke. www.trialregister.nl/trialreg/admin/rctview.asp?TC=2247(accessed December 2013). [NTR2247]CENTRAL

Piemonte 2014 {published data only}

Piemonte MEP, Oliveira TP, Miranda C, Muzzi J, Perez DB. Motor‐cognitive intervention based on Nintendo Wii Fit games to improve balance and cognitive functions in patients with stroke: a randomized controlled trial. Personal communication (to be presented at the Neurorehabilitation Congress)2014. CENTRAL

Rand 2015 {published data only}

Rand D, Yacoby A, Weiss R, Reif S, Malka R, Weingarden H, et al. Home‐based self‐training using video‐games: preliminary data from a randomised controlled trial. Virtual Rehabilitation Proceedings (ICVR), 2015. 2015:86‐91. CENTRAL

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Schuster‐Amft C, Eng K, Thalers I, Lehmann I, Signer S, McCaskey MA, et al. Evaluating efficacy and users' expectations of a virtual reality training system: a multicenter randomized controlled trial. Annals of physical and rehabilitation medicine 2014;57:e85. CENTRAL

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References to other published versions of this review

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Characteristics of studies

Characteristics of included studies [ordered by study ID]

Adie 2017

Methods

RCT

Participants

Recruited from 10 stroke centres in the UK

235 participants: 117 intervention, 118 control

Inclusion criteria: ischaemic or haemorrhagic stroke within the last 6 months, arm weakness owing to stroke, defined as MRC Scale power < 5 in any joint plane and able to manipulate the Wii™ remote control

Exclusion criteria: severe comorbidity that could impair participation, symptomatic shoulder subluxation, or a pacemaker

Mean (SD) age: intervention group 66.8 (14.6) years, control group 68.0 (11.9) years

56% men

Stroke details: 89% ischaemic

Timing post stroke: intervention group mean (SD) 57.3 (48.3) d, control group mean 56.3 (50.1) d

Interventions

VR intervention: therapists visited the participants home and installed the Wii and taught participants how to use it. Participants were given the choice of any of the Wii sports games. Performed in a seated position

Control intervention: participant‐tailored arm exercises (based on the GRASP program) in a seated position

Sessions: participants in both groups were instructed to warm up for 15 min and then perform the intervention for up to 45 min/d for 6 weeks

Outcomes

Outcomes were assessed at baseline, 6 weeks, and 6 months

Action Research Arm Test

Canadian Occupational Performance Measure

Stroke Impact Scale

Modified Rankin Scale

EQ5D

Motor Activity Log Arm Function Test (6 months)

Adverse events

Notes

Risk of bias

Bias

Authors' judgement

Support for judgement

Random sequence generation (selection bias)

Low risk

Computer generated

Allocation concealment (selection bias)

Low risk

Web‐based service

Blinding of outcome assessment (detection bias)
All outcomes

Low risk

Blinded assessor

Incomplete outcome data (attrition bias)
All outcomes

Low risk

ITT analysis conducted

Selective reporting (reporting bias)

Low risk

Clinical trial registration and accurate reporting

Akinwuntan 2005

Methods

RCT

Participants

Recruited from 1 rehabilitation unit in Belgium

83 participants: 42 intervention, 41 control

Inclusion criteria: within 3 months of first stroke, actively driving before stroke, in possession of an active driver's licence

Exclusion criteria: ≥ 75 years, history of epilepsy within previous 6 months, severe motor or sensory aphasia

Mean (SD) age: intervention group 54 (12) years, control group 54 (11) years

81% men

Stroke details: 77% ischaemic, 44% right hemiparesis

Timing post stroke: intervention group mean (SD) 53 (6) d, control group 54 (6) d

Interventions

VR intervention: driving simulator in full‐sized, automatic gear transmission Ford Fiesta; a variety of 5 km driving scenarios were used including positioning on straight and curvy roads, stopping at crossings and avoiding pedestrians, overtaking and road sign recognition

Control intervention: driving‐related cognitive tasks: these included route finding on a paper map, recognition of road signs, commercially available games including 'rush hour' and 'tantrix'

Sessions were 60 min, 3 times a week for 5 weeks (15 h total)

Outcomes

Outcomes recorded at baseline, post‐intervention and at 6 months with some participants followed up at 5 years

Cognitive outcome measures: Useful Field of View Test

Activity limitation outcome measures: on‐road driving test (using Test Ride for Investigating Practical Fitness to Drive checklist), decision of fitness to drive, Barthel Index (assessed at baseline and 5 years only)

Other outcome measures: binocular acuity, kinetic vision, components of the Stroke Driver Screening Assessment

Other outcome measures assessed at baseline and 5 years only: Hospital Anxiety and Depression Scale, number of km driven/year, number of self‐reported traffic tickets and accidents and driving status (actively driving or stopped driving)

Notes

Risk of bias

Bias

Authors' judgement

Support for judgement

Random sequence generation (selection bias)

Low risk

Computerised number generation

Allocation concealment (selection bias)

Low risk

Allocation managed by an independent person

Blinding of outcome assessment (detection bias)
All outcomes

Low risk

Blind to allocation

Incomplete outcome data (attrition bias)
All outcomes

Low risk

A large amount of missing data due to the number of participants who withdrew (14% withdrew from their allocated intervention, 29% of participants were lost at 6‐month follow‐up); however, the authors completed an ITT analysis and found that dropout was random and balanced evenly across groups

Selective reporting (reporting bias)

Low risk

No other outcomes were collected

Barcala 2013

Methods

RCT

Participants

Recruited from the physical therapy clinic at a university in Brazil

20 participants: 10 intervention, 10 control

Inclusion criteria: people after stroke receiving weekly physical therapy sessions at the university; able to sit unsupported; able to understand the visual biofeedback; absence of osteoarticular deformities

Exclusion criteria: unspecified comorbidities

Mean (SD) age: intervention group 65.2 (12.5) years, control group 63.5 (14.5) years

45% men

Stroke details: 65% right hemiparesis

Timing post stroke: intervention group mean (SD) 12.3 (7.1) months, control group 15.2 (6.6 months)

Interventions

VR intervention: conventional physical therapy plus an additional 30 min of balance training with visual feedback using 3 of the Nintendo Wii Fit program games

Control intervention: convention physical therapy (stretching, joint movement, muscle strengthening, balance training, training of functional activities)

Sessions were twice/week over 5 weeks. Conventional therapy lasted 60 min; the intervention sessions were an additional 30 min (approximately 5 h duration of additional training in total)

Outcomes

Outcomes recorded at baseline and post intervention

Gait outcomes: Timed Up and Go Test

Balance outcomes: Berg Balance Scale, centre of pressure data, body symmetry

Activity outcomes: Functional Independence Measure

Notes

Risk of bias

Bias

Authors' judgement

Support for judgement

Random sequence generation (selection bias)

Low risk

Randomisation table at central office

Allocation concealment (selection bias)

Low risk

Sealed, opaque envelopes

Blinding of outcome assessment (detection bias)
All outcomes

Low risk

Blinded assessment

Incomplete outcome data (attrition bias)
All outcomes

Low risk

No dropouts

Selective reporting (reporting bias)

Unclear risk

No access to study protocol

Bower 2015

Methods

RCT

Participants

Recruited from a rehabilitation facility in Melbourne, Australia

16 participants: 8 intervention, 8 control

Inclusion criteria: adults with stroke who were able to sit unsupported for longer than 10 seconds (Motor Assessment Scale ‐ Sitting Balance ≥ 2)

Exclusion criteria: severe dysphasia, significant cognitive deficits (Mini‐Mental State Examination < 20), other medical conditions (e.g. progressive neurological condition, severe arthritis, unstable heart condition) impacting on their ability to participate in the study, or visual problems such that they were not able to adequately see the games when displayed on the television screen

Mean (SD) age: intervention group 60.8 (16.1) years, control 60.9 (14.0) years

69% men

Timing post stroke, median (IQR) intervention group 12.8 (3.9 to 137.8) weeks, control group 24.7 (5.8 to 51.1) weeks

Interventions

VR intervention: customised games developed for the research study. The system used a laptop, depth sensing camera and display on a television screen. The games were designed to encourage dynamic balance and upper limb activities and to be adaptable to users with different levels of balance, motor control and perceptual problems. Games included 'ball maze', 'fridge frenzy', 'tentacle dash' and 'bubble fish'

Control intervention: usual care only (thus the VR therapy group received a greater overall dose of therapy)

The intervention group completed eight 40‐min sessions over 4 weeks

Outcomes

Assessed at baseline and post intervention

Lower limb function and activity: 6MWT, step test

Balance: functional reach

Global Motor Function: Motor Assessment Scale

Functional Independence Measure (transfers, walking, stairs)

Adverse events

Notes

Risk of bias

Bias

Authors' judgement

Support for judgement

Random sequence generation (selection bias)

Low risk

Computer‐generated random sequence

Allocation concealment (selection bias)

Low risk

External management

Blinding of outcome assessment (detection bias)
All outcomes

Low risk

Blinded to allocation

Incomplete outcome data (attrition bias)
All outcomes

Low risk

Very low rate of withdrawals. ITT analysis conducted

Selective reporting (reporting bias)

Low risk

Registered clinical trial. All outcomes reported

Byl 2013

Methods

RCT

Participants

Recruited via the University of California, USA

15 participants completed the study: 5 intervention, 5 intervention, 5 control

Inclusion criteria: stroke survivors > 6 months post stroke, 25‐75 years of age. Participants were independent in self care and independent in the community with minimal‐moderate voluntary function in the upper limb (Upper Limb Fugl Meyer score 16‐39). Participants needed to speak English or attend with an interpreter

Exclusion criteria: people were excluded if they suffered from a neurological disease other than stroke, had co‐morbidities that would impact on participation, were in severe pain, were not mentally alert or had a skin condition that would prevent wearing the robotic orthosis

Mean (SD) age: intervention group 65.2 (5.4) years, control group 54.2 (20.5) years

Stroke details: 70% right hemiparesis

Timing post stroke: intervention group 8.4 (4.2), control group 10.2 (5.0) months

Interventions

This trial had 3 arms: 2 of the intervention groups performed VR tasks; 1 of the VR groups performed bilateral tasks and the other group performed unilateral tasks

VR intervention: the participant wore a robotic orthosis. Each session started with a motor‐control evaluation task and then followed with treatment in which participants performed repetitive movements while playing task‐specific games

Control intervention: repetitive task practice involved reaching, grasping, object manipulation and self‐care activities. Dynamic orthoses were not included in training

Sessions were 90 min for 12 treatment sessions (approximately 18 h total)

Outcomes

Outcomes recorded at baseline and post‐intervention

Upper limb function outcomes: Fugl Meyer, Motor Proficiency Speed (abbreviated Wolf Motor Function Test and Digital Reaction Time Test)

Hand function outcomes: motor skill performance (Box and Block test and Tapper test)

Activity limitation outcomes: functional independence (CAFE40)

Quality of life outcomes: Stroke Impact Scale

Adverse events

Notes

Risk of bias

Bias

Authors' judgement

Support for judgement

Random sequence generation (selection bias)

Low risk

Computer‐generated

Allocation concealment (selection bias)

Low risk

Allocated prospectively using a computer program

Blinding of outcome assessment (detection bias)
All outcomes

Low risk

Blinded assessment

Incomplete outcome data (attrition bias)
All outcomes

Low risk

Reporting for all participants following intervention

Selective reporting (reporting bias)

Low risk

All outcomes reported

Cho 2012

Methods

RCT

Participants

Recruited from a hospital in Korea

29 participants: 15 intervention, 14 control

Inclusion criteria: no VR intervention in the previous 2 years, no surgery in the previous 2 months and no specific medical problems, including psychological problems

Exclusion criteria: none described

Mean (SD) age: intervention group 64 (7.1) years, control group 63.7 (8.8) years

62% men

Stroke details: 41% hemiparesis

Timing post stroke: not reported

Interventions

VR intervention: the Interactive Rehabilitation and Exercise System (IREX) was used for training. The participant performed 6 programs; each program was performed for 5 min

Control intervention: no intervention

Sessions were 60 min, 5 times/week for 4 weeks (approximately 20 h total)

Outcomes

Outcomes recorded at baseline and post‐intervention

Upper limb function outcomes: Wolf Motor Function Test

Other outcomes: Motor Free Visual Perception Test

Notes

Risk of bias

Bias

Authors' judgement

Support for judgement

Random sequence generation (selection bias)

Low risk

Table of random‐sampling numbers

Allocation concealment (selection bias)

Unclear risk

Not reported

Blinding of outcome assessment (detection bias)
All outcomes

Unclear risk

Not reported

Incomplete outcome data (attrition bias)
All outcomes

High risk

Withdrawals not clearly explained

Selective reporting (reporting bias)

Unclear risk

Protocol not publicly available

Chow 2013

Methods

RCT

Participants

Recruited from outpatient physiotherapy at the Hong Kong Buddhist Hospital

14 participants (size of each group not reported)

Inclusion criteria: diagnosis of stroke

Exclusion criteria: not reported

Mean (SD) age: intervention group 69.14 years (2.73), control group 68.86 (8.25) years

Stroke details: not reported

Timing post stroke: not reported

Interventions

VR intervention: Xbox360 Kinect in addition to conventional physiotherapy training

Control intervention: conventional physiotherapy training

Sessions were 60 min, twice/week for 6 weeks

Outcomes

Outcomes recorded at baseline and post intervention

Gait and balance function: 10 metre walk test, Berg Balance scale

Activity limitation: Modified Barthel Index

Other: Sensory organisation test

Notes

Risk of bias

Bias

Authors' judgement

Support for judgement

Random sequence generation (selection bias)

Unclear risk

Not reported (conference abstract)

Allocation concealment (selection bias)

Unclear risk

Not reported (conference abstract)

Blinding of outcome assessment (detection bias)
All outcomes

Unclear risk

Not reported (conference abstract)

Incomplete outcome data (attrition bias)
All outcomes

Unclear risk

Not reported (conference abstract)

Selective reporting (reporting bias)

Unclear risk

Not reported (conference abstract)

Coupar 2012

Methods

RCT

Participants

Recruited from a stroke unit in Glasgow, UK

12 participants: 4 high‐intensity intervention, 4 low‐intensity intervention, 4 control

Inclusion criteria: ≥ 18 years with a clinical diagnosis of stroke and grade 1‐4 on MRC scale of arm impairment. Medically stable and within 10 d post stroke. Able to give informed consent, understand and follow simple instruction and sitting balance sufficient to use the device safely

Exclusion criteria: orthosis could not be fitted to the affected limb due to previous stroke or other condition, bone instability of affected upper limb, no functional use of affected upper limb due to previous stroke or other condition. Pronounced fixed contractures of affected upper limb, open skin lesions on affected upper limb; major sensory deficit of affected upper limb; shoulder instability or excessive pain; severe spasticity; severe spontaneous movements; confused or non‐co‐operative; isolation due to infection; visual, perceptual or cognitive problems precluding participation in study involvement or involvement in any other intervention study

Mean (SD) age: high‐intensity intervention group 65 (14) years, low‐intensity 72 (10), control 59 (16) years

66% men

Stroke details: 42% right hemiparesis

Timing post stroke: high‐intensity intervention 8 (1) d, low‐intensity 9 (2), control 8 (3)

Interventions

VR intervention:

Low‐intensity: standard care plus Armeo®Spring arm orthosis and VR games for arm rehabilitation used for 40 min/d, 3 d/week

High‐intensity: standard care plus Armeo®Spring arm orthosis and VR games for arm rehabilitation used for 60 min/d, 5 d/week

Games included catching rain drops, picking apples and cleaning a cooker

Control intervention: standard care including standard physiotherapy and OT targeted at arm recovery

Sessions were for 2 weeks or until discharge from the stroke unit (whichever was soonest)

Outcomes

Outcomes recorded at baseline, completion of intervention and 3 months following completion

Upper limb function: Action Research Arm Test, Fugl Meyer UE

Activity restriction: Barthel Index

Other outcomes related to feasibility, acceptability, safety, arm pain, perceived exhaustion and adverse events

Notes

Risk of bias

Bias

Authors' judgement

Support for judgement

Random sequence generation (selection bias)

Low risk

Computer‐generated sequence

Allocation concealment (selection bias)

Low risk

Sealed, numbered, opaque envelopes

Blinding of outcome assessment (detection bias)
All outcomes

Low risk

Blinded to allocation

Incomplete outcome data (attrition bias)
All outcomes

Low risk

Few withdrawals and balanced across groups for reasons not clearly related to the study

Selective reporting (reporting bias)

Low risk

All outcomes reported in thesis

Crosbie 2008

Methods

RCT

Participants

Recruited from 2 hospital stroke units and members of Stroke Association Clubs in Northern Ireland

18 participants: 9 intervention, 9 control

Inclusion criteria: within 2 years of first stroke, medically stable, can follow 2‐stage commands, score of ≥ 25 on the upper limb Motricity Index

Exclusion criteria: mental score < 7/10, neglect (star cancellation < 48/52), comorbid conditions impacting on rehabilitation potential, cardiac pacemaker, severe arm pain reported on visual analogue scale

Mean (SD) age: intervention group 56 (15) years, control group 65 (7) years

55% men

Stroke details: 39% right hemiparesis

Timing post stroke: intervention group mean (SD) 10 (6) months, control group 12 (8) months

Interventions

VR intervention: the participant chose from a variety of activities involving reaching and grasping of virtual objects at a variety of heights, speeds and with varied number of targets; the participant wore a head‐mounted device and data glove

Control intervention: therapy provided based on the Bobath approach

Sessions were 35‐45 min, 3 times/week over 3 weeks (approximately 6 h total)

Outcomes

Outcomes recorded at baseline, post‐intervention and at 6 weeks

Upper limb function and activity outcomes: Action Research Arm Test, Upper Limb Motricity Index

Adverse events were reported

Other outcome measures: an exit questionnaire including questions about enjoyment and perception of improvement

Notes

Risk of bias

Bias

Authors' judgement

Support for judgement

Random sequence generation (selection bias)

Low risk

An independent colleague generated the sequence using a computer random number generator

Allocation concealment (selection bias)

Low risk

Group allocation cards were concealed in sealed, opaque envelopes

Blinding of outcome assessment (detection bias)
All outcomes

Low risk

Masked to allocation

Incomplete outcome data (attrition bias)
All outcomes

Low risk

An ITT analysis was completed. Missing data points were dealt with using the simple mean imputation method

Selective reporting (reporting bias)

Low risk

No other outcomes were collected

da Silva Cameirao 2011

Methods

RCT

Participants

Recruited from a subacute rehabilitation unit in Spain

19 participants: 13 intervention, 6 control

Inclusion criteria: recruited within 3 weeks of first stroke, severe‐moderate upper limb impairment, no moderate‐severe aphasia, no other cognitive deficits as assessed by the MMSE and aged ≤ 80 years

Exclusion criteria: none specified

Mean (SD) age: intervention group 63.7 (11.83) years, control group 59.4 (10.62) years, control group (Wii) 58 (14) years

47% men

Stroke details: 37% right hemiparesis

Timing post stroke: intervention group mean (SD) 11.5 (5.1) d, control group 16.8 (5.0) d, control group (Wii) 13 (4.7) d

Interventions

VR intervention: Rehabilitation Gaming System (RGS). The main elements of the system are the vision‐based analysis and tracking system that capture upper limb movements through colour detection, data gloves to capture finger flexion and a virtual environment where an avatar mimics the movements of the user

Control intervention (OT): OT with emphasis on motor tasks similar to those in the RGS (i.e. object displacement, grasp and release)

Control intervention (Wii): used the Wii gaming system. This intervention involved the gaming features but not the neuro‐scientific hypothesis regarding recovery

Sessions were 20 min, 3 times/week for 12 weeks (approximately 12 h total). This was provided in addition to standard rehabilitation

Outcomes

Outcomes recorded at baseline, weeks 5, 12 and 24

Upper limb outcomes: Fugl Meyer, Chedoke Arm and Hand Activity Inventory

Activity outcomes: Barthel Index

Other outcomes: participant satisfaction

Notes

Risk of bias

Bias

Authors' judgement

Support for judgement

Random sequence generation (selection bias)

Low risk

Computer‐generated program

Allocation concealment (selection bias)

Low risk

Managed externally

Blinding of outcome assessment (detection bias)
All outcomes

Low risk

Blinded to allocation

Incomplete outcome data (attrition bias)
All outcomes

High risk

Outliers excluded from the data analysis

Selective reporting (reporting bias)

Low risk

All outcomes reported

da Silva Ribeiro 2015

Methods

RCT

Participants

Recruited from an outpatient setting in Sao Paolo, Brazil

30 participants: 15 intervention, 15 control

Inclusion criteria: aged 18‐60 years with a diagnosis of stroke (based on neurologist assessment) and hemiparesis. Able to ambulate and hold the game controller without assistive devices. ≥ 6 months post stroke

Exclusion criteria: associated disorders (such as hemineglect or pusher syndrome), intellectual disability that made it difficult to understand the games or a history of orthopaedic diseases that promoted dysfunction in the limbs or prevented the performance of the proposed activity

Mean (SD) age: intervention group 53.7 (6.1) years, control group 52.8 (8.6) years

37% men

Stroke details: 57% right hemiparesis

Timing post stroke, mean (SD): intervention group 42.1 (26.9) months, control group 60.4 (44.) months

Interventions

VR intervention: Nintendo Wii projected onto the wall. After full body stretching for 10 min the participants spent 50 min using the Nintendo Wii. The tennis and hula hoop games were used during the 1st session and soccer and boxing used during the second weekly session. The difficulty level of the games was increased as participants progressed

Control intervention: conventional physiotherapy including stretching, passive, active and resisted mobilisation activities, balance and gait activities and gripping activities

Sessions were 60 min, twice/week for 2 months with a physiotherapist

Outcomes

Outcomes assessed post intervention

Upper limb function and activity: Fugl Meyer

Participation and quality of life: SF36

Notes

Risk of bias

Bias

Authors' judgement

Support for judgement

Random sequence generation (selection bias)

Low risk

Random number allocation (performed online)

Allocation concealment (selection bias)

Unclear risk

Used envelopes but unclear if opaque or not

Blinding of outcome assessment (detection bias)
All outcomes

Low risk

Masked to allocation

Incomplete outcome data (attrition bias)
All outcomes

Unclear risk

Unclear

Selective reporting (reporting bias)

Unclear risk

Trial register not reported

Fan 2014

Methods

RCT

Participants

Recruited from a suburban hospital and affiliated nursing home in Taiwan

20 participants: allocated to 4 different treatment groups

Inclusion criteria: aged 20‐85 years with evidence of a cerebrovascular accident (confirmed by CT or MRI). Onset for symptoms for ≥ 6 months and MMSE score of > 24. Able to produce active shoulder movements on the side of the hemiparesis (Fugl Meyer of ≥ 21). Visual analogue scale of < 4, Modified Ashworth Scale of ≤ 2 and no rehabilitation in the past 3 months

Exclusion criteria: uncontrolled hypertension, unstable angina, history of seizure, artificial pacemaker and participation in other research

Mean (SD) age: varied from 57‐67 years across the 4 intervention groups

Stroke details: 90% ischaemic, 45% right hemiplegia

Timing post stroke: ranged from an average of 1.8‐2.6 years across the 4 intervention groups

Interventions

VR intervention: used available games including the Nintendo Wii Sports Resort. Participants were supervised by a research staff member. The consoles and controller were not modified in the study. Participants were advised to take ≥ 5‐10‐min breaks between games

Control intervention: OT involving Bobath and proprioceptive neuromuscular facilitation. Equipment included bean bags, target bags and cones

Control intervention: leisure activities including mahjong, cards and checkers

Control intervention: usual care

Sessions were 60 min, 3 times/week for 3 weeks

Outcomes

Outcomes assessed at baseline, post intervention and 4 weeks after treatment

Arm function: Jebsen Taylor Hand Function Test

Stroke Impact Scale

Intrinsic Motivation Inventory

Notes

Risk of bias

Bias

Authors' judgement

Support for judgement

Random sequence generation (selection bias)

Low risk

Computer random‐number generator

Allocation concealment (selection bias)

Unclear risk

Details not reported

Blinding of outcome assessment (detection bias)
All outcomes

Low risk

Outcome assessor blinded

Incomplete outcome data (attrition bias)
All outcomes

High risk

There were a relatively high proportion of withdrawals

Selective reporting (reporting bias)

Unclear risk

Unclear. Trial registry not reported

Galvao 2015

Methods

RCT

Participants

Recruited from a physiotherapy clinic in Brazil

27 participants: intervention 17, control 10

Inclusion criteria: stroke, hemiparesis, aged 30‐70 years

Exclusion criteria: failure to meet above criteria

Mean (SD) age: 55.06 (11.52) years, control 60.8 (10.83) years

Interventions

VR intervention: exercises with the Nintendo Wii

Control intervention: conventional therapy

Sessions were 75 min for the Wii group and 60 min for the conventional therapy group and a total of 10 sessions were provided

Outcomes

Outcomes were assessed post intervention

Fugl Meyer UL

Motor Activity Log

Notes

Risk of bias

Bias

Authors' judgement

Support for judgement

Random sequence generation (selection bias)

Low risk

Computer randomisation program

Allocation concealment (selection bias)

Low risk

Sequentially numbered, opaque, sealed envelopes

Blinding of outcome assessment (detection bias)
All outcomes

Low risk

Blinded

Incomplete outcome data (attrition bias)
All outcomes

Unclear risk

Detail not reported

Selective reporting (reporting bias)

Unclear risk

Detail not reported

Givon 2016

Methods

RCT

Participants

NCT01304017

Recruited from the community in Israel

47 participants: 23 intervention, 24 control

Inclusion criteria: community dwelling, aged 18‐8 years and sustained a stroke ≥ 6 months prior to the study. Able to walk ≥ 10 m (with or without aid) and had weakness of the UE and no significant cognitive deficits (score of ≥ 21 or more on the MMSE)

Exclusion criteria: other neurological conditions or epilepsy

Mean (SD) age: intervention group 56.7 (9.3) years, control group 62.0 (9.3) years

60% men

Stroke details: 85% ischaemic, 57% right hemiparesis

Timing post stroke: intervention group mean 3 (1.8) years, control group mean 2.6 (1.8) years

Interventions

VR intervention: interactive video games (Kinect, Sony Play Station Eyetoy 2, Sony Playstation 3 MOVE, Nintendo Wii Fit and SeeMe VR system) were set up in 3 workstations. Each session started with a 5‐min group warm up playing a Wii Fit walking game. Participants were then divided into workstations. They played games on 1 console then rotated to another console with a new partner. All games were played in pairs while standing. Partners either took turns or played simultaneously

Control intervention: exercises and functional activities from existing community group programs such as the Fitness and Mobility Exercise Program, the GRASP program and task oriented intervention. The session started with a 5‐min group warm up and then participants were divided into pairs or triads to perform functional activities such as picking up and transferring objects from 1 side of the room to the other

Sessions were 60 min, twice/week for 3 months. Intervention in both groups delivered by an occupational therapist

Outcomes

Outcomes measured at baseline, post intervention and 3 months' follow‐up (after the end of intervention)

10‐metre walk test

Hand grip strength

Action Research Arm Test

Other outcome measures: number of steps walked per day

Adverse events

Notes

Risk of bias

Bias

Authors' judgement

Support for judgement

Random sequence generation (selection bias)

Unclear risk

Detail not reported

Allocation concealment (selection bias)

Unclear risk

Detail not reported

Blinding of outcome assessment (detection bias)
All outcomes

Low risk

Assessor masked to allocation

Incomplete outcome data (attrition bias)
All outcomes

Low risk

Low dropouts. ITT analysis conducted with the last observation carried forward method

Selective reporting (reporting bias)

High risk

Measures reported on the clinical trial registry were not reported in the paper

Han 2013

Methods

RCT

Participants

Recruited from a tertiary hospital in Korea

12 participants: 6 intervention, 6 control

Inclusion criteria: impaired standing balance (Berg Balance Scale < 40) however can stand for ≥ 1 min

Exclusion criteria: none reported

Mean (SD) age: total sample 60.1 (17.6) years

50% men

Stroke details: not reported

Timing post stroke: not reported

Interventions

VR intervention: IREX system (games: Birds and Balls, Soccer, Conveyor, Drums, Sharkbait)

Control intervention: balance training using tetrataxiometric posturography

Sessions were 30 min/day, 3 d/week for 3 weeks

Outcomes

Outcomes assessed post intervention

Balance: Berg Balance Scale

Modified Barthel Index

Tetraataxiometric posturography

Notes

Risk of bias

Bias

Authors' judgement

Support for judgement

Random sequence generation (selection bias)

Unclear risk

Not reported (conference abstract)

Allocation concealment (selection bias)

Unclear risk

Not reported (conference abstract)

Blinding of outcome assessment (detection bias)
All outcomes

Unclear risk

Not reported (conference abstract)

Incomplete outcome data (attrition bias)
All outcomes

Unclear risk

Not reported (conference abstract)

Selective reporting (reporting bias)

Unclear risk

Not reported (conference abstract)

Housman 2009

Methods

RCT

Participants

Recruited from 1 rehabilitation institute in Chicago, USA

34 participants: 17 intervention, 17 control

Inclusion criteria: single stroke ≥ 6 months ago, Fugl Meyer UE score 10‐30

Exclusion criteria: significant pain or instability of the shoulder, current participation in upper limb therapy program, severe cognitive dysfunction, aphasia, neglect, apraxia

Mean (SD) age: intervention group 54 (12) years, control group 56 (13) years

64% men

Stroke details: 61% ischaemic, 29% right hemiparesis

Timing post stroke: intervention group mean (SD) 85 (96) months, control group 112 (129) months

Interventions

VR intervention: a custom‐designed software package ('Vu Therapy') provided activities including grocery shopping, cleaning a stove and playing basketball. The participant wore an arm orthosis (T‐WREX), which supports the weight of the arm allowing movement in the horizontal and vertical plane. Position sensors at each joint enable interaction with the virtual environment

Control intervention: UE exercises including passive and active ranging, stretching, strengthening and using the arm in functional tasks

Both groups involved 3 sessions of direct training followed by semi‐autonomous practice in the research clinic

Sessions were 60 min, approximately 3 times/week for 6 weeks (approximately 24 h total)

Outcomes

Outcomes recorded at baseline, post‐intervention and at 6 months

Upper limb function and activity outcomes: Fugl Meyer UE Scale, Rancho Functional test UE, Reaching ROM (deficit)

Hand function and activity: grip strength (dynamometer)

Participation restriction and quality of life: Motor Activity Log (amount of use and quality of movement)

Adverse events reported

Notes

Risk of bias

Bias

Authors' judgement

Support for judgement

Random sequence generation (selection bias)

Low risk

Participants were randomly assigned using a lottery system in which the supervising therapist (with an independent witness) drew a labelled tile from an opaque container. Randomisation occurred in blocks of 4 to ensure equal numbers in each group

Allocation concealment (selection bias)

High risk

Participants were allocated in strict sequential order of enrolment. However, with small blocks of 4 and the use of tiles it might have been possible to predict allocation in advance in some cases

Blinding of outcome assessment (detection bias)
All outcomes

Low risk

Rater was blinded to allocation

Incomplete outcome data (attrition bias)
All outcomes

Low risk

Small number of dropouts balanced across groups with similar reasons for dropout

Selective reporting (reporting bias)

Low risk

No other outcomes were collected

Hung 2014

Methods

RCT

Participants

Recruited from an outpatient rehabilitation setting in Taiwan

30 participants: 15 intervention group, 15 control group

Inclusion criteria: stroke with resulting hemiplegia ≥ 6 months prior to enrolment. Aged > 18 years and had a Berg Balance Scale score < 56. Able to understand verbal instructions and watch a television screen satisfactorily. Able to walk independently with or without a device for 10 m

Exclusion criteria: bilateral lesions, receptive aphasis, significant visual field deficits or hemineglect and concomitant other neurological diagnoses or conditions that would prevent adherence to the exercise protocol

Mean (SD) age: intervention group 55.38 (9.95) years, control group 53.40 (10.03) years

60% men

Stroke details: 53% ischaemic, 37% right hemiparesis

Timing post stroke: intervention group mean (SD) 21 (11.26) months, control group 15.93 (8.02) months

Interventions

VR intervention: Nintendo Wii Fit. 7 games (Table tilt, Ski Slalom, Soccer, Balance Bubble, Penguin Slide, Basic Step and Warrior) were selected. At each session the therapist supervised 2‐4 games for participants according to their ability, needs and favourites. A walker was placed in front of the balance board for safety.

Control intervention: weight shift and balance exercises

Sessions were twice/week for 12 weeks and were run by an occupational therapist

Outcomes

Outcomes assessed post intervention and at 3 months' follow‐up

Tetrax Interactive Balance Systems

Timed Up and Go Test

Forward Reach Test

Falls Efficacy Scale International

Adverse events

Notes

Risk of bias

Bias

Authors' judgement

Support for judgement

Random sequence generation (selection bias)

Low risk

Random number table

Allocation concealment (selection bias)

Low risk

Sequentially numbered, opaque, sealed envelopes

Blinding of outcome assessment (detection bias)
All outcomes

Low risk

Blinded to allocation

Incomplete outcome data (attrition bias)
All outcomes

Low risk

Low attrition with clear rationale. Used data of actual number contributing

Selective reporting (reporting bias)

Unclear risk

No study protocol or trial registration reported

Jaffe 2004

Methods

RCT

Participants

Recruited from community stroke association meetings in California, USA

20 participants: 10 intervention, 10 control

Inclusion criteria: > 6 months post stroke with a diagnosis of hemiplegia secondary to single documented lesion, walked independently or with an aid and had an asymmetric gait pattern and short step‐length with either step (< 95th percentile of normal step length), scores representing average or minimally impaired in all Cognistat categories unless performance was markedly limited by aphasia making assessment of cognition difficult

Exclusion criteria: neurological diagnoses of spinal cord injury, multiple sclerosis or brainstem lesion; any progressive critical or long‐term illness or unstable cardiovascular, orthopaedic, musculoskeletal or neurological condition that precluded exercise or was not controlled by medication or required oxygen during ambulation

Mean (SD) age: intervention group 58 (11) years, control group 63 (8) years

60% men

Stroke details: 50% right hemiparesis

Timing post stroke: intervention group 4 years (SD 2), control group 4 years (SD 3)

Interventions

VR intervention: participants walked on a treadmill at a self‐selected walking speed and were secured by an overhead harness. The participant wore a head‐mounted display that showed real‐time video images of their feet walking and virtual objects. The participant was asked to step over the virtual objects and visual, vibrotactile and auditory feedback was provided during any collisions

Control intervention: participants wore a gait belt and stepped over foam obstacles in a hallway. The sessions were videotaped and reviewed for collisions with the obstacles after the session was completed

Sessions were approximately 60 min, for 6 sessions over 2 weeks (6 h total)

Outcomes

Outcomes recorded at baseline, post‐intervention and 2 weeks post‐intervention

Lower limb function and activity outcomes: 6‐m walk test, obstacle test, 6MWT, the researcher's own balance test (adapted from others) that included natural stance, eyes closed, on toes, tandem stance, left and right leg stand

Adverse events reported

Notes

Risk of bias

Bias

Authors' judgement

Support for judgement

Random sequence generation (selection bias)

Low risk

An Excel spreadsheet was generated with a pre‐determined computerised randomisation sequence

Allocation concealment (selection bias)

High risk

The allocation in the spreadsheet was not visible due to black font and black background shading; however, there is the possibility that staff with access to the spreadsheet could have checked this

Blinding of outcome assessment (detection bias)
All outcomes

Low risk

Unaware of allocation

Incomplete outcome data (attrition bias)
All outcomes

Low risk

No outcome data were missing (according to personal correspondence with the researcher)

Selective reporting (reporting bias)

Unclear risk

Unclear ‐ not privy to protocol

Jang 2005

Methods

RCT

Participants

Study took place in Korea

10 participants: 5 intervention, 5 control

Inclusion criteria: > 6 months post first stroke, able to move the elbow against gravity

Exclusion criteria: severe spasticity (Modified Ashworth Score of > 2) or tremor. Severe visual and cognitive impairments

Mean (SD) age: intervention group 60 (8) years, control group 54 (12) years

60% men

Stroke details: 60% ischaemic, 50% right hemiparesis

Timing post stroke: intervention group 14 months, control group 13 months

Interventions

VR intervention: IREX VR system using a video capture system to capture the participant's whole body movement. The participant was able to view their body movements in real time on a screen in front of them immersed in a virtual environment. The games included soccer and moving objects from a conveyor belt and focused on reaching, lifting and grasping

Control intervention: no intervention provided

Sessions for the VR intervention group were 60 min, 5 times/week for 4 weeks (20 h total)

Outcomes

Outcomes recorded at baseline and post‐intervention

Upper limb (arm) function and activity outcomes: Fugl Meyer UE Scale, Manual Function Test

Upper limb (hand) function and activity outcomes: Box and Block Test

Participation restriction and quality of life: Motor Activity Log (amount of use and quality of movement)

Other outcomes: functional MRI (laterality index and activated voxels)

Notes

Risk of bias

Bias

Authors' judgement

Support for judgement

Random sequence generation (selection bias)

Unclear risk

Unclear

Allocation concealment (selection bias)

Unclear risk

Unclear

Blinding of outcome assessment (detection bias)
All outcomes

Unclear risk

Unclear

Incomplete outcome data (attrition bias)
All outcomes

Unclear risk

Unclear

Selective reporting (reporting bias)

Unclear risk

Unclear

Jannink 2008

Methods

RCT

Participants

Recruited from a rehabilitation centre in the Netherlands

10 participants: 5 intervention, 5 control

Inclusion criteria: not reported

Exclusion criteria: not reported

Mean (SD) age: intervention group 62 (3) years, control group 58 (13) years

Timing post stroke: intervention group mean (SD) 89 d (31), control group 112 d (50)

Interventions

VR intervention: the participant sat on an electric scooter with customised interface and completed training in a traffic garden, residential area and a grocery store. The virtual environment was displayed using a head‐mounted device as well as a computer display. Training included 50% of the time using the VR simulation program and 50% training in the real world

Control intervention: real‐world scooter training program

Sessions were 30 min, twice/week for 5 weeks (5 h total)

Outcomes

Outcomes recorded at baseline and 5 weeks after training

Other outcome measures: Functional Evaluation Rating Scale, Subjective Experience Questionnaire

Notes

Risk of bias

Bias

Authors' judgement

Support for judgement

Random sequence generation (selection bias)

Unclear risk

Unclear

Allocation concealment (selection bias)

Unclear risk

Unclear

Blinding of outcome assessment (detection bias)
All outcomes

Unclear risk

Unclear

Incomplete outcome data (attrition bias)
All outcomes

Unclear risk

Unclear

Selective reporting (reporting bias)

Unclear risk

Unclear

Jung 2012

Methods

RCT

Participants

Recruited from outpatient community centre in Korea

21 participants: 11 intervention, 10 control

Inclusion criteria: participants within 6 months after first stroke with a history of falling. Able to walk independently for > 30 min with no cognitive impairment, Brunnstrom Stage > 4 and no cardiovascular, orthopaedic or other neurological conditions that may interfere with study procedures

Exclusion criteria: not reported

Mean (SD) age: intervention group 60.5 (8.6) years, control group 63.6 (5.1) years

62% men

Stroke details: 52% right‐sided hemiparesis

Timing post stroke: intervention group mean (SD) 12.6 (3.3) months, control group 15.4 (4.7) months

Interventions

VR intervention: treadmill training while viewing a virtual scene through a head‐mounted device. The VR program simulated a park stroll

Control intervention: treadmill training without the VR program

Sessions were 30 min/d, 5 times a week for 3 weeks (approximately 7.5 h total)

Outcomes

Outcomes recorded at baseline and post‐intervention

Gait outcomes: Timed Up and Go Test

Other outcomes: Activity Specific Balance Confidence Scale

Notes

Risk of bias

Bias

Authors' judgement

Support for judgement

Random sequence generation (selection bias)

Low risk

Drawing lots

Allocation concealment (selection bias)

Unclear risk

Not reported

Blinding of outcome assessment (detection bias)
All outcomes

Low risk

Blinded assessment

Incomplete outcome data (attrition bias)
All outcomes

Unclear risk

Unclear

Selective reporting (reporting bias)

Unclear risk

Unclear

Kang 2009

Methods

RCT

Participants

Study took place in Korea

16 participants: 8 intervention, 8 control

Inclusion criteria: left hemiplegia after stroke, MMSE score of > 18/30 and Motor Free Visual Perception Test standard score < 109

Exclusion criteria: significant multiple small lacunar infarct, significantly decreased visual acuity or visual impairment from diabetic retinopathy or senile cataract, hearing difficulty or cranial nerve dysfunction

Mean (SD) age: intervention group 60 (11) years, control group 63 (10) years

Timing post stroke: intervention group mean (SD) 64 (37) d, control group 58 (30) d

Interventions

VR intervention: participants were seated and participated in visual spatial and motor tasks using their unaffected arm. Software recognised and displayed the movements of the hand through a camera and displayed the images on a computer screen

Control intervention: training using the PSS CogRehab program

Sessions were 30 min, 3 times/week for 4 weeks (6 h total)

Outcomes

Outcomes recorded at baseline and post‐intervention

Cognitive outcome measures: MMSE

Activity limitation outcomes: Modified Barthel Index

Other outcome measures: motor free visual perception test, interest in performing the task

Notes

Risk of bias

Bias

Authors' judgement

Support for judgement

Random sequence generation (selection bias)

Low risk

Random allocation using block randomisation process. Envelopes were shuffled and the participant drew 1 after enrolment

Allocation concealment (selection bias)

Unclear risk

Whether the envelopes were opaque is unclear

Blinding of outcome assessment (detection bias)
All outcomes

Low risk

Blind

Incomplete outcome data (attrition bias)
All outcomes

Low risk

There does not appear to be any attrition and all outcome measures appear to be reported in full

Selective reporting (reporting bias)

Unclear risk

Unclear ‐ not privy to protocol

Kim 2009

Methods

RCT

Participants

Study took place in Korea

24 participants: 12 intervention, 12 control

Inclusion criteria: ≥ 1 year post stroke with plateau in motor recovery after conventional rehabilitation and the ability to stand for 30 min and walk indoors independently (approximately 30 m)

Exclusion criteria: severe visual or cognitive impairment or musculoskeletal disorders that could interfere with tests

Mean (SD) age: intervention group 52 (10) years, control group 52 (7) years

54% men

Timing post stroke: intervention group mean (SD) 26 (10) months, control group 24 (9) months

Interventions

VR intervention: IREX VR system using a video capture system to capture the participant's whole body movement. The participant was able to view their body movements in real time on a screen in front of them immersed in a virtual environment. Games included stepping up/down, shark bait (capturing stars while avoiding eels and sharks by weight shift) and snowboarding. Participants were challenged by increasing resistance (e.g. adding weights) or increasing the speed.

Control intervention: conventional physiotherapy designed to facilitate standing balance function during walking. Included practice of weight shift, muscle strengthening, functional reach or picking up objects

Sessions for VR group: 30 min, 4 times/week for 4 weeks (8 h) of VR plus conventional physiotherapy 40 min, 4 times/week for 4 weeks (approximately 10.5 h) (approximately 18.5 h total)

Sessions for control group: 40 min, 4 times/week for 4 weeks (approximately 10.5 h total)

Outcomes

Outcomes recorded at baseline and post intervention

Lower limb function and activity outcomes: 10‐m walk test, GAIT‐RITE gait analysis system, Berg balance scale, Balance performance monitor

Global motor function outcomes: modified Motor Assessment Scale

Notes

Risk of bias

Bias

Authors' judgement

Support for judgement

Random sequence generation (selection bias)

Low risk

The sequence was generated using a lottery system

Allocation concealment (selection bias)

Low risk

Using sealed, opaque envelopes

Blinding of outcome assessment (detection bias)
All outcomes

Low risk

Blind

Incomplete outcome data (attrition bias)
All outcomes

Low risk

Does not appear to have any missing data

Selective reporting (reporting bias)

Low risk

No other outcomes were collected

Kim 2011a

Methods

RCT

Participants

Recruited from a rehabilitation hospital in Korea

28 participants: 15 intervention, 13 control

Inclusion criteria: not stated

Exclusion criteria: people with a MMSE‐K score of < 10; people presenting with severe cognitive impairment of aphasia and unable to understand instructions. People with poor sitting balance such that they could not sit on a chair with back and armrests. People with limited ROM of the neck due to orthopaedic problems, and people with loss of visual acuity such that they could not perceive content on a computer screen

Mean (SD) age: intervention group 66.5 (11) years, control group 62 (15.8) years

39% men

Stroke details: 39% right hemiparesis

Timing post stroke: intervention group mean (SD) 18.2 (11.3) d, control group 24 (31.1) d

Interventions

VR intervention: IREX system (30 min 3 times/week) plus computer‐assisted cognitive rehabilitation (30 min twice/week)

Control intervention: computer‐assisted rehabilitation (30 min 5 times/week)

Sessions were 30 min, 5 times/week over 4 weeks (approximately 6 h of VR in total)

Outcomes

Outcomes recorded at baseline and post intervention

Upper limb function outcomes: Motricity index

Lower limb function outcomes: Motricity index

Cognitive function: computerised neuropsychological test and Tower of London test

Activity limitation outcome: Korean modified Barthel Index

Notes

Risk of bias

Bias

Authors' judgement

Support for judgement

Random sequence generation (selection bias)

Unclear risk

Not reported

Allocation concealment (selection bias)

Unclear risk

Not reported

Blinding of outcome assessment (detection bias)
All outcomes

High risk

Not blinded

Incomplete outcome data (attrition bias)
All outcomes

Low risk

No withdrawals

Selective reporting (reporting bias)

Low risk

No other outcome data collected

Kim 2011b

Methods

RCT

Participants

Recruited from Department of Rehabilitation, Korea

24 participants: 12 intervention, 12 control

Inclusion criteria: participants diagnosed with unilateral spatial neglect through the line bisection test or star cancellation test

Exclusion criteria: severe cognitive impairment or aphasia; insufficient sitting balance to sit on a chair with a back and armrests; restricted neck movement, poor eyesight or unable to recognise objects on a screen

Mean (SD) age: intervention group 62.3 (10.2) years, control group 67.2 (13.9) years

58% men

Timing post stroke: intervention group 22.8 (7.6) d, control group 25.5 (18.5) d

Interventions

VR intervention: IREX

Control intervention: conventional rehabilitation tasks such as visual tracking, reading and writing, drawing and puzzles

Sessions were 30 min, 5 d/week for 3 weeks (approximately 7.5 h total)

Outcomes

Outcomes recorded at baseline and post‐intervention

Activity limitation outcomes: Korean Modified Barthel Index

Other outcomes: Star cancellation test, Line bisection test, Catherine Bergego Scale

Notes

Risk of bias

Bias

Authors' judgement

Support for judgement

Random sequence generation (selection bias)

Unclear risk

Not reported

Allocation concealment (selection bias)

Unclear risk

Not reported

Blinding of outcome assessment (detection bias)
All outcomes

Low risk

Blinded to allocation

Incomplete outcome data (attrition bias)
All outcomes

Low risk

No withdrawals

Selective reporting (reporting bias)

Low risk

No other outcome data collected

Kim 2012a

Methods

RCT

Participants

Recruited from an inpatient setting in Korea

20 participants: 10 intervention, 10 control

Inclusion criteria: > 6 months post diagnosis of stroke. Score of ≥ 19/30 on the MMSE. Able to maintain upright posture without any assistance

Exclusion criteria: orthopaedic surgery, history of arthritis, hand or upper limb pain, epilepsy, psychiatric illnesses

Mean age: not reported

Timing post stroke: intervention group mean (SD) 12.6 (7.12) months, control group 12.85 (6.06) months

Interventions

VR intervention: Nintendo Wii Sports (boxing and tennis)

Control intervention: no intervention

Sessions were 30 min, 3 times/week for 3 weeks

Outcomes

Outcomes recorded at baseline and post intervention

Gait outcomes: postural assessment scale

Global motor function outcomes: modified Motor Assessment Scale

Activity limitation outcomes: Functional Independence Measure

Notes

Risk of bias

Bias

Authors' judgement

Support for judgement

Random sequence generation (selection bias)

Unclear risk

Not reported

Allocation concealment (selection bias)

Unclear risk

Not reported

Blinding of outcome assessment (detection bias)
All outcomes

Unclear risk

Not reported

Incomplete outcome data (attrition bias)
All outcomes

Unclear risk

Not reported in adequate detail to make judgement

Selective reporting (reporting bias)

Unclear risk

No access to protocol

Kiper 2011

Methods

RCT

Participants

Recruited from an institute of rehabilitation, Italy

80 participants: 40 intervention, 40 control

Inclusion criteria: diagnosis of stroke within 1 year of enrolment and score of > 24/30 on the MMSE

Exclusion criteria: clinical evidence of cognitive impairment, apraxia, neglect, language disturbance, complete paralysis of the UE, upper limb sensory disorders or post‐traumatic injury, which prevented the execution of exercises

Mean (SD) age: 64 (16.4) years

58% men

Time since onset of stroke: mean (SD) 5.7 (3.5) months

Interventions

VR intervention: reinforced feedback in virtual environment (RFVE). Participants in the intervention group received 1 h of traditional rehabilitation and 1 h of RFVE. The RFVE involved sitting in front of a wall screen grasping a sensorised real object (ball, disc or cube) with the affected hand. The target objects were displayed on the wall screen. The physiotherapist created a sequence of virtual tasks that the participant had to perform on his workstation (e.g. pouring water from a glass, using a hammer)

Control intervention: traditional neuromotor rehabilitation including postural control, exercises for hand pre‐configuration, manipulative and functional skills, proximal‐distal exercises

Sessions were 1 h/d, 5 d/week for 4 weeks (approximately 20 h total)

Outcomes

Outcomes recorded at baseline and post intervention

Upper limb function outcomes: Fugl Meyer

Activity limitation outcomes: Functional Independence Measure

Other outcomes: Modified Ashworth Scale (spasticity)

Adverse events reported

Notes

Risk of bias

Bias

Authors' judgement

Support for judgement

Random sequence generation (selection bias)

Low risk

Computer‐generated sequence

Allocation concealment (selection bias)

Low risk

Opaque envelopes

Blinding of outcome assessment (detection bias)
All outcomes

Low risk

Masked to allocation

Incomplete outcome data (attrition bias)
All outcomes

Low risk

No dropouts

Selective reporting (reporting bias)

Low risk

Author confirmed no other outcomes collected

Klamroth‐Marganska 2014

Methods

RCT

Participants

77 participants: 39 VR group, 38 control group

Recruited from 4 clinical settings in Switzerland

Main inclusion criteria: diagnosis of 1, first ever cerebrovascular accident verified by brain imaging (MRI or CT); chronic impairment after stroke (minimum 6 months); moderate‐severe arm paresis, as indicated by a score of 8‐38 on arm section of Fugl‐Meyer assessment (which has a maximum of 66 points); aged ≥ 18 years; able to sit in a chair without any additional support and without leaning on the back rest; passive ROM in the shoulder as assessed with the neutral zero method: anteversion/retroversion 80°/0°/20°, abduction/adduction 60°/0°/10°, inner and outer rotation 20°/0°/20°; passive ROM in the elbow as assessed with the neutral zero method; flexion/extension 100°/40°/40°; no excessive spasticity of the affected arm (modified Ashworth Scale ≤ 3); no serious medical or psychiatric disorder as assessed by their physician; no cybersickness (nausea when looking at a screen or playing computer games); no pacemaker or other implanted electric devices; bodyweight < 120 kg; no serious cognitive defects or aphasia

Mean age (SD): intervention group 55 (13), control group 58 (14) years

60% men

Timing post stroke: mean (SD) 52 (44) months intervention group, 40 (45) months control group

Interventions

VR intervention: during the robotic therapy with ARM in, each of 3 therapy modes (mobilisation, games, and training for ADL) had to be done for ≥ 10 min

Control intervention: common neurorehabilitation treatment given to patients after stroke in outpatient facilities, namely OT or physiotherapy. Therapists were asked to give regular therapy, usually including mobilisation, games, ADL, or any combination of the 3. Their only restriction was not to use automated technical devices that might be available in therapy settings.

For both groups, therapy was given 3 times/week in the centres for a period of 8 weeks (total 24 sessions) and sessions were ≥ 45 min

Outcomes

Outcomes assessed 3‐4 weeks before assignment, immediately before therapy (baseline), after 4 weeks of therapy, at the end of 8 weeks of therapy, and 16 weeks and 34 weeks after baseline

Upper limb function: Fugl Meyer UE, Wolf Motor Function Test, Motor Activity Log (quality of movement)

Quality of life and participation: Stroke Impact Scale, Goal attainment scale

Adverse events reported

Notes

NCT00719433

Risk of bias

Bias

Authors' judgement

Support for judgement

Random sequence generation (selection bias)

Low risk

Computer‐generated list

Allocation concealment (selection bias)

Low risk

Tamper‐evident envelopes

Blinding of outcome assessment (detection bias)
All outcomes

Low risk

Assessors were masked to treatment allocation

Incomplete outcome data (attrition bias)
All outcomes

Low risk

Few withdrawals. ITT analysis conducted

Selective reporting (reporting bias)

Low risk

Registered on clinical trial

Ko 2015

Methods

RCT

Participants

Recruited via a hospital in Korea

52 participants: 26 intervention, 26 control

Inclusion criteria: 1865 years old and diagnosed with stroke within the last 6 months; able to walk > 10 m without or with assisting devices such as orthotics, a walker, or a cane; no symptoms with any lower motor neuron lesion and orthopedic diseases; a score > 24 points on the MMSE; and able to read the words on a monitor 60 cm away at eye level

Exclusion criteria: failure to meet inclusion criteria

Mean (SD) age: intervention group 48.1 (4.4) years, control group 45.3 (4.2) years

69% men

Interventions

VR intervention: the Space Balance 3D training system is equipped with 2 wireless force plates. 3 kinds of balance training were implemented using Space Balance 3D, which can be used for both training and testing. According to the participants’ movement, the real‐time tilting angle and foot plates are indicated on a computer screen. The participant moves to 'hit' a predetermined target. Intervention was provided in addition to conventional rehabilitation exercises

Control intervention: conventional rehabilitation only

Sessions were 30 min, 5 times/week for 3 weeks. The control group only participated in usual rehabilitation thus there was a difference between groups in the amount of therapy received

Outcomes

Outcomes assessed post intervention

Balance: Berg Balance Scale

Postural Assessment Scale for Stroke Patients

Timed Up and Go Test

Notes

Risk of bias

Bias

Authors' judgement

Support for judgement

Random sequence generation (selection bias)

Unclear risk

Method not described

Allocation concealment (selection bias)

Unclear risk

Method not described

Blinding of outcome assessment (detection bias)
All outcomes

Unclear risk

Not described

Incomplete outcome data (attrition bias)
All outcomes

Unclear risk

Details not described

Selective reporting (reporting bias)

Unclear risk

Protocol or clinical trial register not mentioned

Kong 2014

Methods

RCT

Participants

Recruited from inpatients in a tertiary rehabilitation setting in Singapore

105 participants

Inclusion criteria: within first 6 weeks after stroke

Exclusion criteria: none reported

Mean (SD) age: 57.5 (9.8) years in the total sample

Timing post stroke: mean 13.7 (8.9) d in the total sample

Interventions

VR intervention: Nintendo Wii gaming therapy in addition to standard conventional rehabilitation

Control intervention: conventional therapy in addition to standard rehabilitation

Control intervention: usual care

Sessions were 4 times/week for 3 weeks

Outcomes

Outcomes assessed post intervention and at 4 and 8 weeks after the completion of intervention

Upper limb: Fugl Meyer Assessment

Upper limb: Action Research Arm Test

Functional Independence Measure

Stroke Impact Scale

Notes

Risk of bias

Bias

Authors' judgement

Support for judgement

Random sequence generation (selection bias)

Low risk

Computer generated

Allocation concealment (selection bias)

Low risk

Managed externally

Blinding of outcome assessment (detection bias)
All outcomes

Low risk

Blinded

Incomplete outcome data (attrition bias)
All outcomes

Low risk

Low attrition. ITT analysis with baseline values used

Selective reporting (reporting bias)

Low risk

All outcomes reported

Kwon 2012

Methods

RCT

Participants

Recruited from a hospital in Korea

26 participants: 13 intervention, 13 control

Inclusion criteria: adults within 3 months of stroke with the capacity to understand and follow simple instructions. Able to grasp and release affected hand, with manual muscle test ≥ grade 3. Able to maintain standing or sitting position independently and no visual deficit

Exclusion criteria: failure to meet above criteria

Mean (SD) age: intervention group 57.15 (15.42) years, control group 57.92 (12.32) years

Timing post stroke: intervention group mean (SD) 24.69 (15.59) d, control group 23.92 (20.70) d

Interventions

VR intervention: conventional therapy plus additional therapy time using IREX

Control intervention: conventional therapy alone

Sessions were 30 min, 5 d/week for 4 weeks

Outcomes

Outcomes recorded at baseline and post‐intervention

Upper limb function outcomes: Fugl Meyer, Manual Function Test

Activity limitation outcomes: Korean Modified Barthel

Notes

Risk of bias

Bias

Authors' judgement

Support for judgement

Random sequence generation (selection bias)

Unclear risk

Not reported

Allocation concealment (selection bias)

Unclear risk

Not reported

Blinding of outcome assessment (detection bias)
All outcomes

Low risk

Blinded to allocation

Incomplete outcome data (attrition bias)
All outcomes

Unclear risk

Not reported in adequate detail to make judgement

Selective reporting (reporting bias)

Unclear risk

Protocol not available

Lam 2006

Methods

RCT

Participants

Recruited from rehabilitation units in Hong Kong

58 participants: 20 VR, 16 video‐based program, 22 no treatment

Inclusion criteria: 50‐85 years old, medically stable with no previous psychiatric history, able to follow simple instructions and write with a pen in Chinese or English, consistent volitional motor response, good visual tracking, discrimination ability and figure ground skills, sustained attention span of ≥ 10 min

Exclusion criteria: computer‐related phobia or previous training in Mass Transit Railway Skills

Mean (SD) age: VR group 71 (16) years, video‐based program group 71 (15) years, no treatment group 73 (10) years

31% men

Timing post stroke: VR group mean (SD) 4 (4) years, video‐based program group 3 (3) years, no treatment group 5 (3) years

Interventions

VR intervention: a VR program designed to retrain skills using the Mass Transit Railway. Activities included crossing the road and using the facilities at the station

Video based program intervention: a video‐based program included instruction, modelling, demonstration, role playing, coaching and feedback on using the Mass Transit Railway

No treatment group: no treatment

10 sessions of unspecified duration were provided for the participants in the VR and video program group

Outcomes

Outcomes recorded at baseline and post‐intervention

Other outcomes: behavioural rating scale, Mass Transit Railway Self Efficacy Scale

Notes

Risk of bias

Bias

Authors' judgement

Support for judgement

Random sequence generation (selection bias)

Low risk

Participants were randomly allocated into 2 groups using a statistical package random number generator tool

Allocation concealment (selection bias)

Low risk

Allocation was computer‐generated

Blinding of outcome assessment (detection bias)
All outcomes

Low risk

Blind

Incomplete outcome data (attrition bias)
All outcomes

Low risk

There were no missing data

Selective reporting (reporting bias)

Low risk

No other outcomes were collected

Lee 2013

Methods

RCT

Participants

Recruited from inpatients at a hospital in Seoul

22 Participants: 12 intervention group, 10 control group

Inclusion criteria: > 6 months after stroke; could sit independently for ≥ 30 min, who had a MMSE‐K score of > 21 points, who had not participated in any balance training program during the previous 6 months, who had no orthopedic problems, such as a fracture, deformity, or severe osteoarthritis, and who were not taking any drugs for balance maintenance were included

Exclusion criteria: failure to meet above criteria

Mean (SD) age: intervention group 60.6 (8.8) years, control group 63.7 (4.7) years

27% men

Interventions

VR intervention: Visual Feedback Training (VFT) was performed individually in a dedicated room containing the required equipment. VFT was performed using BIORescue (RM INGENIERIE, Rodez, France) equipment, which consists of a computer, a monitor, and a force plate. This force plate detects the posture and movements made by participants and this information is transferred to the computer, and processed for display on the monitor. This system encourages adoption of the correct posture by providing visual feedback and allows for design of customised exercise programs based on pre‐test data. The system also allows different exercise times and intensities for selected games, and within‐session variable rest times. In the study, the participants sat 1 m‐1.5 m away from the monitor on a pressure platform. Four types of exercise were performed during each session. The first exercise was training for stability and weight shift by balancing the amount of water in a flask. The second was training for stability and weight shift by driving a vehicle. The third exercise was skiing, which involved shifting the body in the anterior, posterior, left, and right directions in three‐dimensional space; and the fourth exercise used a memory recall program, during which the participant had to remember 4 pictures and to match the picture

Control intervention: general physical therapy

Both groups received general physical therapy. In addition, those in the intervention group received additional 30‐min sessions, 5 d/week for 4 weeks

Outcomes

Outcomes assessed following intervention

Static balance measured using the Good Balance System

Balance: Functional Reach Test

Visual perception: Motor Free Visual Perception Test

Notes

Risk of bias

Bias

Authors' judgement

Support for judgement

Random sequence generation (selection bias)

Low risk

Random allocation software

Allocation concealment (selection bias)

Unclear risk

Not described

Blinding of outcome assessment (detection bias)
All outcomes

Unclear risk

Not described

Incomplete outcome data (attrition bias)
All outcomes

High risk

Some dropouts but details of this and method for dealing with this not described

Selective reporting (reporting bias)

Unclear risk

Protocol or clinical trial register not mentioned

Lee 2014a

Methods

RCT

Participants

Recruited from a hospital in Korea

21 participants: 10 intervention group, 11 control group

Inclusion criteria: > 6 months post stroke, not taking medication that can affect balance, MMSE score of < 24/30, no pain or disability associated with acute musculoskeletal conditions, sitting to sidelying with moderate assistance, sitting for > 10 s without support and standing without support for 1 min

Exclusion criteria: Pusher syndrome

Mean (SD) age: intervention group 47.9 (12) years, control group 54 (11.9) years

67% men

Timing post stroke: intervention group mean (SD) 11.7 (4.5) months, control group mean 11.0 (4.7) months

Interventions

VR intervention: augmented reality had 3 stages and 16 scopes. The stages progressed from exercise programs in lying position to sitting to standing using a therapeutic ball or foothold. The VR included videos of postural control training for guiding the participants to perform ideal postural control motions. The head‐mounted device showed 2 views: the modelled movement was on one side and the actual movement on the other side. The participant could watch the modelled movement and listen to a recorded sound in order to compare the normal movement with his/her own movement. This was completed in addition to usual physiotherapy sessions

Control intervention: no intervention except for usual physiotherapy sessions

Sessions were 30 min/d for 4 weeks

Outcomes

Outcomes assessed post intervention

Timed Up and Go Test

Berg Balance Scale

Gait (measured using the GAITRite system ‐ gait velocity, cadence, step length, and stride length)

Notes

Risk of bias

Bias

Authors' judgement

Support for judgement

Random sequence generation (selection bias)

High risk

Drawing lots

Allocation concealment (selection bias)

High risk

Participant selection from box (paper had either number 1 or 2 on)

Blinding of outcome assessment (detection bias)
All outcomes

Low risk

Blinded outcome assessor

Incomplete outcome data (attrition bias)
All outcomes

Low risk

Low number of dropouts and ITT analysis performed (last observation carried forward)

Selective reporting (reporting bias)

Unclear risk

No mention of protocol or clinical trial registry

Lee 2015a

Methods

RCT

Participants

Recruited from a hospital in Seoul

24 participants: 12 intervention, 12 control

Inclusion criteria: stroke of > 6 months duration; a score of > 24 points on the MMSE‐K; ability to walk a distance of 10 m with or without an auxiliary device; no history of orthopedic conditions involving the lower limbs; ability to follow instructions and perform the exercise programs; and no visual or hearing impairment

Exclusion criteria: failure to meet above criteria

Mean (SD) age: intervention group 45.91 (12.28) years control group 49.16 (12.85) years

66% men

Interventions

VR intervention: Wii and Wii Balance Board provided by Nintendo (Kyoto, Japan) and the Wii Fit Plus software were used. The VR‐based program was selected depending on the participants' interests and motivation, and the levels of difficulty were decided based on information provided in previous studies regarding suitable levels for balance improvement. The program consisted of: (1) sitting posture, (2) the knee bend and the other leg knee extend, (3) tightrope walking, (4) penguin teeter‐totter seesaw, (5) balance skiing, (6) rolling marble board, and (7) balance Wii

Control intervention: the duration of the task‐oriented training program was 30 min. Each task took 3 min to perform, and a 1‐min break was provided between tasks. Each of the warm‐up and cooldown phases lasted for 2 min. The level of difficulty and frequency for each task were gradually increased during the 6 weeks with the participants’ consent, starting with 3 sets (12 times/set)

All the participants also received general exercise therapy for 60 min/d, 5 d/week for 6 weeks. They participated in the VR‐based training program or task‐oriented training for an additional 30 min/d, 3 d/week for 6 weeks.

Outcomes

Measured outcomes post intervention

Balance: Functional reach test

Notes

Risk of bias

Bias

Authors' judgement

Support for judgement

Random sequence generation (selection bias)

Unclear risk

Not reported

Allocation concealment (selection bias)

Unclear risk

Not reported

Blinding of outcome assessment (detection bias)
All outcomes

Unclear risk

Not reported

Incomplete outcome data (attrition bias)
All outcomes

Unclear risk

Not reported

Selective reporting (reporting bias)

Unclear risk

Not reported

Lee 2015b

Methods

RCT

Participants

Recruited from a general hospital in Korea

18 participants: 10 intervention, 8 control

Inclusion criteria: diagnosed with stroke and hemiparesis; able to follow verbal instructions; ≥ 6 months post‐stroke diagnosed by a physician; able to communicate (i.e. MMSE language section score from 24‐30), and a Modified Ashworth Scale (MAS) score < 2 for the UE

Exclusion criteria: diplegia or a visual field defect

Mean (SD) age: intervention group 69.2 (5.5) years, control group 73.1 (8.9) years

45% men, 55% right hemiparesis

Timing post stroke: intervention group mean (SD) 16.2 (6.5) months, control group 17 (6.5) months

Interventions

VR intervention: the VR‐based bilateral training (VRBT) involved a visual expression technique using animations and provided cognitive information for feedback. The animation consisted of symmetric and asymmetric upper‐extremity training as well as symmetric and asymmetric upper‐extremity training at 45° in a VR environment. The participants performed each movement for 4 min and then rested for 1 min to minimise fatigue. Depending on the severity of the deficits, the participant either grasped the handles or the affected hand was strapped to the handle. An UE instrument was used to control the inclination and width. A laptop, webcam, and monitor were used to create the VR environment

Control intervention: the therapy program involved only bilateral UE exercises

Both groups received conventional physical therapy: sessions were 30 min, 3 times/week for 6 weeks

Both groups received additional therapy (either intervention or control) for 30 min, 3 times/week for 6 weeks

Outcomes

Outcomes were assessed post intervention

Electroencephalography

Notes

Risk of bias

Bias

Authors' judgement

Support for judgement

Random sequence generation (selection bias)

Unclear risk

Not reported

Allocation concealment (selection bias)

Unclear risk

Not reported

Blinding of outcome assessment (detection bias)
All outcomes

Unclear risk

Not reported

Incomplete outcome data (attrition bias)
All outcomes

Unclear risk

Not reported

Selective reporting (reporting bias)

Unclear risk

Not reported

Levin 2012

Methods

RCT

Participants

Recruited from an outpatient rehabilitation centre in Israel

12 participants: 6 intervention, 6 control

Inclusion criteria: unilateral left‐ or right‐sided stroke > 3 months previously. No hemispatial neglect or uncorrected visual field deficits including hemianopia and could understand and follow instructions (no receptive aphasia, MMSE evaluation)

Exclusion criteria: shoulder or arm pain, lack of endurance as judged by their treating physician

Mean (SD) age: intervention group 58.1 (14.6) years, control group 59.8 (15.1) years

50% men

Stroke details: 58% right hemiplegia

Timing post stroke: intervention group mean 2.6 (1.2) years, control group mean 3.8 (0.9) years

Interventions

VR intervention: goal‐directed reaching tasks using the affected arm in a virtual environment (virtual supermarket, birds and balls, soccer, volleyball, VMall). Practice involved reaching but not grasp or manipulation. Task difficulty was matched to capabilities

Control intervention: OT including exercises reaching for and holding cones, cups and other objects with and without external loading

Sessions were 45 min for 9 sessions over a 3‐week period

Outcomes

Assessed post intervention and 4 weeks after the end of intervention

Fugl Meyer Arm Scale

Composite Spasticity Index

Reach Performance Scale for Stroke

Upper limb activity: box and blocks test

Upper limb activity: Wolf Motor Function Test

Motor Activity Log

Adverse events

Notes

NCT01388400

Risk of bias

Bias

Authors' judgement

Support for judgement

Random sequence generation (selection bias)

High risk

Coin toss

Allocation concealment (selection bias)

Low risk

As above ‐ coin toss

Blinding of outcome assessment (detection bias)
All outcomes

Low risk

Blinded assessor

Incomplete outcome data (attrition bias)
All outcomes

Low risk

Small number of withdrawals

Selective reporting (reporting bias)

Low risk

Reported on clinical trial registry

Linder 2015

Methods

RCT

Participants

Recruited from outpatient services in the USA

99 participants: 51 intervention, 48 control

Inclusion criteria: unilateral stroke within the previous 6 months with some voluntary UE movement (score of 11‐55 on the Fugl Meyer Assessment). Limited access to an organised stroke rehabilitation program and preserved cognitive function

Exclusion criteria: lack of independence before the stroke (Modified Rankin Scale score of > 1) and injection to manage hypertonicity in the UE since stroke. Neglect (measured by > 3 errors on the star cancellation test), sensory loss score of ≥ 2 on the sensory item of the National Institutes of Health Stroke Scale and score of ≥ 3 on the Modified Ashworth Scale

Mean (SD) age: intervention group 59.4 (13.6) years, control group 55.5 (12.6) years

65% men

Stroke details: 49% right hemiplegia

Timing post stroke: intervention group mean 117 (50.9) d, control group 125 (47) d

Interventions

VR intervention: Hand Mentor Pro Robot assisted device uses a pneumatic pump to facilitate active‐assisted movement of the wrist and fingers. The device consists of 3 components: a computer control box, an arm unit and data‐collection device and a communications module. The arm unit stabilises the forearm so that the user is able to isolate the wrist and finger movement with the assistance of the pneumatic pump and the computer control box provides targeted goals with corresponding visual and auditory feedback. Feedback from the session is displayed on the screen and stored (including time of use, attempted and successful repetitions, wrist angle and pneumatic pressure)

Control intervention: UE home exercise program prescribed by a therapist from a pool of exercises and activities. Weekly telephone calls were made to progress the program. Each participant was given an exercise book with instructions

Robotic sessions were 2 h/d, 5 d/week for 8 weeks within a 12‐week period

Home exercise program was 1 h/d, 5 d/week for 8 weeks within a 12‐week period

Sessions were conducted with a physiotherapist or occupational therapist

Outcomes

Outcomes assessed post intervention

Stroke Impact Scale

Center for Epidemiologic Studies Depression Scale (CES‐D)

Notes

Disclosure: one author was Chairman of the Scientific Advisory Board and was previously a paid consultant for Kinetic Muscles. A second author was a paid consultant for Kinetic Muscles for this study

NCT01144715

Risk of bias

Bias

Authors' judgement

Support for judgement

Random sequence generation (selection bias)

Low risk

Computer‐generated program

Allocation concealment (selection bias)

Low risk

Computer‐based program

Blinding of outcome assessment (detection bias)
All outcomes

Low risk

Blinded assessor

Incomplete outcome data (attrition bias)
All outcomes

Low risk

ITT analysis conducted

Selective reporting (reporting bias)

High risk

Paper only reports 2 outcomes but others were described in the protocol

Llorens 2015

Methods

RCT

Participants

Recruited from an outpatient rehabilitation unit in Spain

20 participants: 10 intervention, 10 control

Inclusion criteria: people with stroke attending a rehabilitation program. Had hemiparesis and were aged 40+ years but ≤ 70 years. Had a stroke > 6 months ago and had absence of cognitive impairment (MMSE of ≥ 24/30). Able to follow instructions and able to maintain stride‐standing position for 30 s without assistance from another person

Exclusion criteria: severe dementia or aphasia (Mississippi Aphasia Screening Test < 45), visual or hearing impairment restricting ability to interact with the intervention, hemispatial neglect and ataxia or cerebellar symptoms

Mean (SD) age: intervention group 58.3 (11.6) years, control group 55.0 (11.6) years

45% men

Stroke details: 65% ischaemic

Timing post stroke: intervention group mean 407 (232) d, control group mean 587 (222) d

Interventions

Intervention: 30 min conventional training plus 30 min of virtual rehabilitation. The set‐up consisted of a computer, audiovisual output system and motion tracking system. The output system consisted of a video display and audio system. The participant was immersed in a 3D environment; their feet were represented by 2 shoes that mimicked their movement in the real world. The objective of the task was to reach the items with 1 foot while maintaining the other foot within the circle. Conducted by a physiotherapist

Control intervention: 1 h of conventional physiotherapy including balance exercises, task‐specific reaching, stepping and walking under different conditions. Conducted by a physiotherapist

Sessions were 60 min, 5 times/week for 4 weeks

Outcomes

Outcomes assessed post intervention

Berg Balance Scale

Balance and gait subscales of the Tinetti Performance Oriented Mobility Assessment

Brunel Balance Assessment

10 m walking test

Adverse events reported

Notes

Risk of bias

Bias

Authors' judgement

Support for judgement

Random sequence generation (selection bias)

Low risk

Computer‐generated sequence

Allocation concealment (selection bias)

Unclear risk

Concealed in envelopes. Not clear whether they were opaque or not

Blinding of outcome assessment (detection bias)
All outcomes

Low risk

Blinded therapist

Incomplete outcome data (attrition bias)
All outcomes

Low risk

Low withdrawals and analysis included only those contributing data

Selective reporting (reporting bias)

Unclear risk

No mention of protocol or trial registration

Low 2012

Methods

RCT

Participants

20 participants: 10 intervention, 10 control

Inclusion criteria: diagnosis of stroke and medically stable

Mean age 60.4 (13.3) years (total sample)

65% men

Timing post stroke: 14.21 (5.5) d

Interventions

VR intervention: locally developed VR program

Control intervention: usual care

The VR group received an additional 30 min of daily VR therapy for 2 weeks

Outcomes

Fugl Meyer Motor Scale (upper limb)

Action Research Arm Test

Berg Balance Scale

Functional Independence Measure

Gait speed

Notes

Risk of bias

Bias

Authors' judgement

Support for judgement

Random sequence generation (selection bias)

Unclear risk

Not reported (conference abstract)

Allocation concealment (selection bias)

Unclear risk

Not reported (conference abstract)

Blinding of outcome assessment (detection bias)
All outcomes

Unclear risk

Not reported (conference abstract)

Incomplete outcome data (attrition bias)
All outcomes

Unclear risk

Not reported (conference abstract)

Selective reporting (reporting bias)

Unclear risk

Not reported (conference abstract)

Manlapaz 2010

Methods

RCT

Participants

Recruited from rehabilitation centres in Manila, Phillipines

16 participants: 8 intervention, 8 control

Inclusion and exclusion criteria: not reported

Mean age: 55.69 (9.88) for the total sample

69% men

Timing post stroke: mean 38.56 (14.51) months

Interventions

VR intervention: Nintendo Wii

Control intervention: not reported

Intervention was provided twice/week for 6 weeks

Outcomes

Outcomes assessed post intervention

Fugl Meyer

Motor Assessment Scale

Fast Fourier Transform (FFT) analysis

Notes

Risk of bias

Bias

Authors' judgement

Support for judgement

Random sequence generation (selection bias)

Unclear risk

States that participants were randomised using the 'fishbowl' method

Allocation concealment (selection bias)

Low risk

Sealed opaque envelopes

Blinding of outcome assessment (detection bias)
All outcomes

Low risk

Assessor blinded

Incomplete outcome data (attrition bias)
All outcomes

Low risk

No missing data

Selective reporting (reporting bias)

Unclear risk

Details not reported (conference abstract)

Mao 2015

Methods

RCT

Participants

Recruited from an inpatient hospital in China

23 participants: 11 intervention, 12 control

Inclusion criteria: stroke (confirmed by CT or MRI), stable vital signs, aged 40‐78 years, able to walk independently for 10 m, unilateral hemipareses for < 3 months resulting from first stroke and residual gait impairment (reduced walking speed) and adequate mental and physical capacity to attempt the tasks as instructed

Exclusion criteria: history of recent deep vein thrombosis of the lower limbs, other neurological or orthopedic pathology, or serious visual deficits

Mean (SD) age: intervention group 58.18 (11.15) years, control group 63.09 (11.51) years

78% men

Timing post stroke: intervention group mean 48.91 (17.01) d, control group mean 48.91 (17.92) d

Interventions

VR intervention: a series of videos (e.g. climbing a mountain, crossing a street) was shown on screen and synced with treadmill velocity. The participant wore a harness to support body weight

Control intervention: individualised walking training on the ground according to neurodevelopmental therapy

Both of the groups received training of 20‐40 min/d, 5 d/week, for 3 weeks

Outcomes

Outcomes assessed post intervention

Motion analysis system (Vicon) to measure pelvic tilt, obliquity and rotation

Notes

Risk of bias

Bias

Authors' judgement

Support for judgement

Random sequence generation (selection bias)

Low risk

Computer randomisation program

Allocation concealment (selection bias)

Low risk

Sequentially‐numbered, opaque, sealed envelopes

Blinding of outcome assessment (detection bias)
All outcomes

Unclear risk

Blinded to allocation

Incomplete outcome data (attrition bias)
All outcomes

Unclear risk

Not described in sufficient detail to make judgement

Selective reporting (reporting bias)

Low risk

Registered on clinical trial and all measures reported

Matsuo 2013

Methods

RCT

Participants

Recruited from a rehabilitation inpatient unit in Japan

28 participants

No further details reported

Interventions

VR intervention: 10 sessions of upper limb exercises via a Nintendo Wii over 2 weeks in addition to conventional rehabilitation

Control intervention: conventional rehabilitation

Outcomes

Outcomes assessed post intervention and 2 weeks after the end of intervention

Fugl Meyer Assessment of Upper Limb Motor Function

Wolf Motor Function Test

Box and Block Test

Motor Activity Log

Notes

Risk of bias

Bias

Authors' judgement

Support for judgement

Random sequence generation (selection bias)

Unclear risk

Details not reported (conference abstract)

Allocation concealment (selection bias)

Unclear risk

Details not reported (conference abstract)

Blinding of outcome assessment (detection bias)
All outcomes

Unclear risk

Details not reported (conference abstract)

Incomplete outcome data (attrition bias)
All outcomes

Unclear risk

Details not reported (conference abstract)

Selective reporting (reporting bias)

Unclear risk

Details not reported (conference abstract)

Mazer 2005

Methods

RCT

Participants

Recruited from a rehabilitation hospital in Quebec, 2 driving evaluation centres in Montreal and from a private driving evaluation clinic

39 participants: 20 intervention, 19 control

Inclusion criteria (for stroke participants): people with a diagnosis of stroke that did not pass the driving tests at a recognised driving evaluation service. Had licence to drive and were driving prior to the stroke and desire to return to driving

Exclusion criteria: medical condition precluding driving (for example, hemianopia, seizures), received their driving evaluation > 2 years post diagnosis, unable to communicate in English or French, inadequate communication of basic verbal instructions or judged as dangerous by the therapist in the on‐road evaluation

Mean (SD) age: intervention group 68 (14) years, control group 69 (9) years

Stroke details: 31% right hemiparesis

Timing post stroke: intervention group mean (SD) 1.4 (1) years, control group 1.7 (1) years

Interventions

VR intervention: driving simulator. Simulator is a car frame with 3 large screens providing a large field of view. Participants were progressed through 4 increasingly complex scenarios. In level 1, participants were familiarised with the simulator and controls; level 2 involved a simulated road circuit without traffic; level 3 focused on performing different driving manoeuvres and level 4 involved a variety of traffic conditions (for example, rain, wind, reduced visibility, pedestrians). Instant feedback was provided by the simulator when errors were made

Control intervention: no intervention provided

Sessions were 60 min, twice/week for 8 weeks (16 h total)

Outcomes

Outcomes recorded at baseline and post‐intervention (or after 8 weeks for the control group)

Activity limitation outcomes: DriveAble Testing Ltd Driver Evaluation

Notes

Note that this study also recruited 6 participants with traumatic brain injury. However, data for participants with stroke were able to be separated. This review reports on the stroke data only

Risk of bias

Bias

Authors' judgement

Support for judgement

Random sequence generation (selection bias)

Low risk

Used a computer program to generate

Allocation concealment (selection bias)

Low risk

Opaque, sealed envelopes

Blinding of outcome assessment (detection bias)
All outcomes

Low risk

Blind

Incomplete outcome data (attrition bias)
All outcomes

Low risk

7 participants (5 control group, 2 simulator group) did not complete the outcome evaluation and were therefore considered to have dropped out from the study. Analysis was completed based on the actual number of participants contributing data. ITT analyses were conducted

Selective reporting (reporting bias)

Low risk

No other outcomes were collected

McNulty 2015

Methods

RCT

Participants

Recruited from hospitals in Australia

41 participants: 21 intervention group, 20 control group

Inclusion criteria: ischaemic lesion or haemorrhagic stroke with upper limb motor impairment; 2‐48 months post stroke; ≥ 10° active movement at the shoulder, elbow, wrist and ≥ 2 digits; English speaking and ≥ 18 years

Exclusion criteria: MMSE score of < 24/30; peripheral neuropathy significantly affecting sensorimotor function; unstable blood pressure; and formal upper limb therapy during the trial.

Mean (SD) age: intervention group 59.9 (13.8) years, control group 56.1 (17) years

76% men

Stroke details: 79% ischaemic

Timing post stroke: intervention group mean (SD) 11.0 (3.1) months, control group 6.5 (2.1) months

Interventions

VR intervention: Nintendo Wii Sports (golf, boxing, baseball, bowling and tennis) with the controller used in the person's more affected hand. Rather than playing each game, specific drills were introduced and varied. For people with poor grip strength, a self‐adhesive wrap was applied. Therapy was performed in standing position wherever possible

Control intervention: modified constraint‐induced movement therapy: participants wore the mitt on the less affected hand for up to 90% of waking hours. Therapy included shaping practice tailored to each person's motor function with increasing task complexity, strength, dexterity, movement distance and speed. Training tasks included everyday activities using the more affected arm for 15‐20 min of continuous activity

Therapy for both groups was delivered in the research institute or the person's home by a trained therapist. Dose was matched

Sessions were 60 min on 10 consecutive weekdays augmented by progressively increasing home practice

Outcomes

Outcomes assessed post intervention and at 6 months

Upper limb outcomes: Wolf Motor Function Test timed tasks

Motor Activity Log Quality of Movement Scale

Fugl Meyer assessment

Wolf Motor Function Test, maximal strength and submaximal strength

Active and passive ROM

Modified Ashworth Scale

Box and Block Test

Self‐perceived improvement and participant satisfaction questionnaire

Adverse events reported

Notes

Risk of bias

Bias

Authors' judgement

Support for judgement

Random sequence generation (selection bias)

Low risk

Computer‐generated schedule

Allocation concealment (selection bias)

Low risk

Allocations were concealed in numbered, opaque envelopes prior to trial commencement by a person not involved with assessments or therapy and opened by the therapist after baseline assessments

Blinding of outcome assessment (detection bias)
All outcomes

Low risk

Blinded therapist

Incomplete outcome data (attrition bias)
All outcomes

Low risk

Transparent reporting and ITT analysis conducted

Selective reporting (reporting bias)

Unclear risk

Could not find reference to study protocol or trial registration

Mirelman 2008

Methods

RCT

Participants

Study took place in New Jersey, USA

18 participants: 9 intervention, 9 control

Inclusion criteria: chronic hemiparesis after stroke with residual gait deficits, partial antigravity dorsiflexion, able to walk 15 metres without the assistance of another person, sufficient communication and cognitive ability to participate

Exclusion criteria: motion sickness and receiving concurrent therapy

Mean (SD) age: intervention group 62 (10) years, control group 61 (8) years

83% men

Stroke details: 44% right hemiparesis

Timing post stroke: intervention group mean (SD) 38 (25) months, control group 58 (26) months

Interventions

VR intervention: Rutgers ankle rehabilitation system (a 6‐degree‐of‐freedom platform force‐feedback system) that allows participants to exercise the lower extremity by navigating through a virtual environment displayed on a desktop computer. Participants executed the exercises by using the foot movements to navigate a plane or a boat through a virtual environment that consisted of a series of targets

Control intervention: Rutgers ankle rehabilitation system without the virtual environment. Participants were instructed by the therapist on which direction to move their foot and were paced by a metronome cueing them to complete a comparable number of repetitions

Sessions were 60 min, 3 times/week for 4 weeks (12 h total)

Outcomes

Outcomes recorded at baseline, post intervention and at 3 months

Lower limb function and activity outcomes: gait speed over 7‐m walkway, 6MWT, Patient Activity Monitor (distance walked, number of steps/d, average speed, step length, top speed)

Notes

Risk of bias

Bias

Authors' judgement

Support for judgement

Random sequence generation (selection bias)

Low risk

Randomisation was performed based on the table of numbers method (generated by a computer)

Allocation concealment (selection bias)

Low risk

Allocation was done by an external person to the project and held in a database spreadsheet on a computer in his office which was password protected

Blinding of outcome assessment (detection bias)
All outcomes

Low risk

Blind

Incomplete outcome data (attrition bias)
All outcomes

Low risk

1 participant in the robotic‐VR group was lost to follow‐up because of personal reasons. 1 outlier was identified in the robotic‐VR group following the descriptive analysis of the endurance test (6MWT), the values presented for this individual were 2 SD from the mean therefore he was excluded from the analysis

Selective reporting (reporting bias)

Low risk

No other outcomes were collected

Morone 2014

Methods

RCT

Participants

Recruited from a rehabilitation unit in Italy

50 participants: 25 intervention, 25 control

Inclusion criteria: hemiparesis in the subacute phase (< 3 months from onset), with moderate gait deficits (FAC ≥ 2) caused by a first ever stroke and aged 18‐85 years

Exclusion criteria: motor or cognitive sequale from prior cardiovascular accidents, other chronic disabling pathologies, orthopaedic injuries that could impair locomotion, spasticity that limited lower extremity ROM to < 80%, sacral skin lesions, MMSE score < 24/30 and hemispatial neglect, attention or memory deficit

Mean (SD) age: intervention group 58.36 (9.62) years, control group 61.96 (10.31) years

Stroke details: 58% right hemiparesis

Timing post stroke: intervention group mean (SD) 61 (36.47) d, control group mean (SD) 41.65 (36.89) d

Interventions

VR intervention: balance therapy using the Nintendo Wii Fit. During the intervention, 3 games were carried out in order to train balance, co‐ordination and endurance under the supervision of a physiotherapist: hula hoop, bubble blower and sky slalom

Control intervention: balance therapy focusing on trunk stabilisation, weight transfer to the paretic leg and exercise with Freeman board for balance and proprioception

Sessions for the VR and control interventions were 20 min, 3 times/week for 4 weeks. This was in addition to usual physical therapy which was 40 min, twice/d

Outcomes

Outcomes assessed post intervention and 1 month after the end of intervention

Berg Balance Scale

10 mwalk test at a self‐selected speed

Functional Ambulatory Category

Barthel Index

Notes

Risk of bias

Bias

Authors' judgement

Support for judgement

Random sequence generation (selection bias)

Low risk

Computer‐generated list

Allocation concealment (selection bias)

Unclear risk

Not described

Blinding of outcome assessment (detection bias)
All outcomes

Low risk

Blinded assessor

Incomplete outcome data (attrition bias)
All outcomes

High risk

Multiple withdrawals and unbalanced across groups

Selective reporting (reporting bias)

Unclear risk

Protocol or trial registration not reported

Nara 2015

Methods

RCT

Participants

Recruited in Korea

20 participants: 10 intervention group, 10 control group

Inclusion criteria: history of stroke onset of > 6 months prior to the study; ability to walk without using a walking aid for a minimum of 15 m; MMSE score of > 24/30; able to comprehend and follow simple instructions

Exclusion criteria: other neurological condition, orthopaedic disease or visual impairment

Participant details not reported

Interventions

VR intervention: community‐based VR scene exposure combined with treadmill training. A VR video was displayed on a screen 3 m in front of the treadmill using a video projector. The VR video comprised images of community ambulation, such as walking on sidewalks, level walking, slope walking and walking over obstacles. 5 min of treadmill training was followed by 2 min rest to minimise fatigue

Control intervention: muscle strengthening, balance training, indoor and outdoor gait training

Both groups had conventional physical therapy for 60 min/d, 5 d/week for 4 weeks

The VR and control intervention was an additional 30 min/d, 3 d/week for 4 weeks

Outcomes

Outcomes assessed post intervention

Static balance ability (postural sway path length and speed at the center of pressure)

Notes

Risk of bias

Bias

Authors' judgement

Support for judgement

Random sequence generation (selection bias)

Unclear risk

Not described

Allocation concealment (selection bias)

Unclear risk

Not described

Blinding of outcome assessment (detection bias)
All outcomes

Unclear risk

Not reported

Incomplete outcome data (attrition bias)
All outcomes

High risk

Excluded participants with low participation rate

Selective reporting (reporting bias)

Unclear risk

Unclear

Piron 2007

Methods

RCT

Participants

Study took place in Italy

38 participants: 25 intervention, 13 control

Inclusion criteria: mild‐intermediate arm motor impairment due to ischaemic stroke in the MCA territory within the past 3 months

Exclusion criteria: cognitive impairment, neglect, apraxia, aphasia interfering with comprehension

Mean (SD) age: intervention group 62 (9) years, control group 61 (7) years

66% men

Timing post stroke: intervention group mean (SD) 2.5 (1.5) months, control group 2.6 (1.6) months

Interventions

VR intervention: magnetic receivers were positioned on the participant's arm. As the participant grasped and moved real objects, software created a virtual environment, which displayed virtual handling and target objects, for example an envelope and a mailbox, a hammer and a nail, a glass and a carafe. While performing the virtual tasks such as putting the envelope in the mailbox the participant moves the real envelope and sees on screen the trajectory of the corresponding virtual objects toward the virtual mailbox. Participants could see not only their own movement but also the correct trajectory that they had to execute, pre‐recorded by the therapist. This allowed participants to easily perceive motion errors and adjust them during the task

Control intervention: 'conventional' rehabilitation focused on the upper limb

Sessions were 60 min, 5 times/week for 5‐7 weeks (approximately 25‐35 h total)

Outcomes

Outcomes recorded at baseline and post‐intervention

Upper limb function and activity outcomes (arm): Fugl Meyer UE Scale

Activity limitation outcomes: Functional Independence Measure

Adverse events reported

Notes

Risk of bias

Bias

Authors' judgement

Support for judgement

Random sequence generation (selection bias)

Low risk

Personal correspondence with the study author reports the use of a simple computer‐generated sequence

Allocation concealment (selection bias)

Low risk

Sealed, opaque envelopes

Blinding of outcome assessment (detection bias)
All outcomes

Low risk

Blind

Incomplete outcome data (attrition bias)
All outcomes

High risk

There were 3 dropouts from the control group and the analysis was per‐protocol

Selective reporting (reporting bias)

Low risk

No other outcomes were collected

Piron 2009

Methods

RCT

Participants

Study took place in Italy

36 participants: 18 intervention, 18 control

Inclusion criteria: single ischaemic stroke in the MCA region with mild to intermediate arm motor impairment (Fugl Meyer UE score 30‐55)

Exclusion criteria: clinical evidence of cognitive impairment, apraxia (< 62 points on the 'De Renzi' test), neglect or language disturbance interfering with verbal comprehension (> 40 errors on the Token test)

Mean (SD) age: intervention group 66 (8) years, control group 64 (8) years

58% men

Stroke details: 44% right hemiparesis

Timing post stroke: intervention group mean (SD) 15 (7) months, control group 12 (4) months

Interventions

VR intervention: the telerehabilitation program used 1 computer workstation at the participant's home and 1 at the rehabilitation hospital. The system used a 3D motion tracking system to record arm movements through a magnetic receiver into a virtual image. The participant moved a real object following the trajectory of a virtual object displayed on the screen in accordance with the requested virtual task. 5 virtual tasks comprising simple arm movements were devised for training

Control intervention: specific exercises for the upper limb with progressive complexity. Started with control of isolated movements without postural control, then postural control including touching different targets and manipulating objects

Sessions were 60 min, 5 times/week for 4 weeks (20 h total)

Outcomes

Outcomes recorded at baseline, post intervention and at 1 month

Upper limb function and activity outcomes (arm): Fugl Meyer UE Scale

Participation restriction and quality of life outcomes: Abilhand scale

Other outcome measures: Modified Ashworth Scale

Notes

Risk of bias

Bias

Authors' judgement

Support for judgement

Random sequence generation (selection bias)

Low risk

Personal correspondence with the study author reports the use of a simple computer‐generated sequence

Allocation concealment (selection bias)

Low risk

Opaque, sequentially numbered envelopes

Blinding of outcome assessment (detection bias)
All outcomes

Low risk

Blind

Incomplete outcome data (attrition bias)
All outcomes

Low risk

There were no missing data

Selective reporting (reporting bias)

Low risk

No other outcomes were collected

Piron 2010

Methods

RCT

Participants

Recruited from a rehabilitation hospital in Rome, Italy

50 participants: 27 intervention, 23 control

Inclusion criteria: single ischaemic stroke in the MCA territory > 6 months ago demonstrated by CT or MRI, received conventional physiotherapy early after stroke, mild‐intermediate motor impairments of the arm (score of 20‐60 on the Fugl Meyer UE Scale)

Exclusion criteria: clinical history or evidence of cognitive impairments, neglect, apraxia or aphasia interfering with verbal comprehension

Mean (SD) age: intervention group 59 (8) years, control group 62 (10) years

58% men

Stroke details: 58% right hemiparesis

Timing post stroke: intervention group mean 15 (13) months, control group 15 (12) months

Interventions

VR intervention: participants were asked to perform motor tasks with real objects (for example an envelope or a glass), which were displayed as tasks within the virtual environment (for example putting an envelope in the mailbox, breaking eggs, moving a glass over a table, placing a ball in a basket). A 3D magnetic receiver was used to record the motions. Participants were asked to emulate the tasks as per the therapist's pre‐recorded movement

Control intervention: participants were asked to perform specific exercises for the arm, for example touching different targets, manipulating objects and following trajectories on a plan

Sessions were 60 min, 5 times/week for 4 weeks (20 h total)

Outcomes

Outcomes recorded at baseline and post‐intervention

Upper limb function and activity outcomes (arm): Fugl Meyer UE Scale

Activity limitation outcomes: Functional Independence Measure

Adverse events reported

Notes

Risk of bias

Bias

Authors' judgement

Support for judgement

Random sequence generation (selection bias)

Low risk

Personal correspondence with the study author reports the use of a simple computer‐generated sequence

Allocation concealment (selection bias)

Low risk

Sequentially‐numbered, opaque, sealed envelopes

Blinding of outcome assessment (detection bias)
All outcomes

Low risk

Blind

Incomplete outcome data (attrition bias)
All outcomes

Low risk

ITT analysis was completed. In the case of missing data the authors used a 'best, worst and likely' approach to data imputation. There was a small amount of attrition and the reasons for this were reported.

Selective reporting (reporting bias)

Low risk

No other outcomes were collected

Prange 2015

Methods

RCT

Participants

Recruited from an inpatient rehabilitation centre in the Netherlands

70 participants: 37 intervention, 33 control

Inclusion criteria: first stroke 1‐12 weeks ago, medically stable, display limited arm function but have active control of the elbow/shoulder of ≥ 15°, be free from other conditions or pain, be able to follow instructions and understand (and see) the visual game display

Exclusion criteria: treated with botulinum toxin and/or electrical stimulation to improve arm function before or during participation

Mean (SD) age: intervention group 60.3 (9.7) years, 58 (11.4) years

Stroke details: 78% ischaemic, 60% right hemiparesis

Timing post stroke: intervention group mean 7.3 (3.4) years, control group mean 6.8 (3.1) years

Interventions

VR intervention: training using a customised arm support program. Training consisted of playing games with the affected arm, supported by the device, working toward maximising movement ability with as little arm support as possible. The training involved mostly shoulder and elbow movements with exercises structured according to categorisation of the games for increasing difficulty (1D, 2D and 3D)

Conventional therapy: standard set of exercises to reflect usual physiotherapy and OT

Sessions were 30 min, 3 times/week for 6 weeks

Outcomes

Outcomes assessed post intervention

Fugl‐Meyer assessment UE
Maximal reach distance

Stroke Upper Limb Capacity Scale (SULCS)

Visual Analogue Scale for arm pain
Intrinsic Motivation Inventory post training

Notes

NTR2539

Risk of bias

Bias

Authors' judgement

Support for judgement

Random sequence generation (selection bias)

Unclear risk

Method not described

Allocation concealment (selection bias)

Low risk

Concealed envelopes

Blinding of outcome assessment (detection bias)
All outcomes

Low risk

Blinded assessor

Incomplete outcome data (attrition bias)
All outcomes

Low risk

Only 2 withdrawals and both withdrew due to inadvertent concurrent treatment

Selective reporting (reporting bias)

Low risk

Outcomes reported as per trial registration

Rajaratnam 2013

Methods

RCT

Participants

Recruited from a community rehabilitation hospital in Singapore

19 participants: 10 intervention, 9 control

Inclusion criteria: recent first stroke with moderate or moderate‐severe disability (Modified Rankin Scale Grade 3 or 4) Participants were haemodynamically stable and had a MMSE score of > 23

Exclusion criteria: terminal illness, uncontrolled hypertension and angina and severe spatial neglect or visual impairments

Mean (SD) age: intervention group 58.67 (8.62) years, control group 65.33 (9.59) years

37% men

Stroke details: 42% right hemiparesis

Timing post stroke: intervention group mean (SD) 14.7 (7.5) d, control group 15.2 (6.3) d

Interventions

VR intervention: used either a Nintendo Wii Fit or Microsoft Kinect program during rehabilitation. The Nintendo Wii Fit was performed in standing and the Kinect was performed in sitting and standing. Sessions involved 40 min of conventional therapy and 20 min of VR

Control intervention: conventional therapy (not described). Sessions involved 60 min of conventional therapy

Sessions were 60 min for 15 sessions (approximately 15 h)

Outcomes

Outcomes recorded at baseline and post‐intervention

Gait outcomes: Timed Up and Go Test

Balance function: Berg Balance Scale, Functional Reach Test, centre of pressure

Notes

Activity limitation outcomes: Modified Barthel Index

Risk of bias

Bias

Authors' judgement

Support for judgement

Random sequence generation (selection bias)

Low risk

Computer‐generated

Allocation concealment (selection bias)

Unclear risk

Not described

Blinding of outcome assessment (detection bias)
All outcomes

Low risk

Blind

Incomplete outcome data (attrition bias)
All outcomes

Unclear risk

Unable to ascertain

Selective reporting (reporting bias)

Unclear risk

Unclear

Reinkensmeyer 2012

Methods

RCT

Participants

Recruited from local hospitals and stroke support groups in Orange County, California

26 participants: 13 intervention, 13 control

Inclusion criteria: single stroke and ≥ 3 months post stroke; moderate‐severe weakness in their affected upper limbs, defined by the upper limb Fugl Meyer Motor Scale (score of 10‐35/66)

Exclusion criteria: significant pain, instability or subluxation of the affected shoulder, severe elbow or wrist contractures, concurrent severe medical problems, cognitive dysfunction to the extent that would interfere with therapy participation, visual deficits, severe neglect or apraxia and current enrolment in ongoing upper limb therapy

Mean (SD) age: intervention group 60 (10) years, control group 61 (13) years

Stroke details: 50% ischaemic, 31% haemorrhagic, 19% unknown

Timing post stroke: intervention group mean (SD) 65 (47) months, control group 67 (56) months

Interventions

VR intervention: Pneu‐WREX is a robotic device (4‐degree‐of‐freedom robot based on a passive arm support (WREX)). It is a lightweight exoskeleton that allows a wide ROM of the arm in a 3D space. The degrees of freedom are elbow flexion/extension, shoulder abduction/adduction, shoulder flexion/extension and shoulder forward/backward translation.The device can provide assistance as needed for a patient to actively participate and to be able to perform 3D tasks. Hand training through grasp and release is incorporated through a grip sensor that measures the pressure of a water‐filled cylinder bladder that the user holds, to detect even trace finger movement. A software package called Vu Therapy allowed for interface between the hardware and software. Tasks included grocery shopping, cleaning a window, playing basketball and driving a car. Auditory and visual feedback and a game score were provided to maintain attention and interest

Control intervention: conventional exercises including ROM and task‐oriented movements

Sessions were 60 min, 3 times/week for 8‐9 weeks (total = 24) for both groups

Outcomes

Outcomes assessed post intervention and 3 months following the end of intervention

Arm Motor section of the Fugl Meyer Scale

Rancho Functional Test for the hemiplegic UE

Motor Activity Log

Box and Blocks Test

Grip strength (Jamar)

Adverse events reported

Notes

Disclosure reported that the lead author has a financial interest in Hocoma, a company that makes robotic therapy devices

Risk of bias

Bias

Authors' judgement

Support for judgement

Random sequence generation (selection bias)

Low risk

Computer‐generated randomisation

Allocation concealment (selection bias)

Unclear risk

Method not described

Blinding of outcome assessment (detection bias)
All outcomes

Low risk

Blinded assessor

Incomplete outcome data (attrition bias)
All outcomes

Unclear risk

Not reported in detail

Selective reporting (reporting bias)

Unclear risk

Unable to ascertain (does not mention protocol or trial registration)

Saposnik 2010

Methods

RCT

Participants

Recruited from a subacute rehabilitation facility in Toronto, Canada

22 participants: 11 intervention, 11 control

Inclusion criteria: 18‐85 years with first time ischaemic or haemorrhagic stroke within the last 6 months, Chedoke McMaster scale (UE) score of > 3 in the arm or hand

Exclusion criteria: unable to follow instructions, pre‐stroke Modified Rankin Score of ≥ 2, medically unstable or with uncontrolled hypertension, severe illness with life expectancy of < 3 months, unstable angina, recent MI (within 3 months), history of seizures or epilepsy, participating in another clinical trial involving an investigational drug or physical therapy, any condition that might put the patient at risk (for example, known shoulder subluxation)

Mean age: intervention group 55 years, control group 67 years

64% men

Stroke details: 45% right hemiparesis

Timing post stroke: intervention group mean (SD) 27 (16) d, control group 23 (9) d

Interventions

VR intervention: participants used the Nintendo Wii gaming console playing 'Wii sports' and 'Cooking Mama'

Control intervention: leisure activities including cards, bingo and Jenga

Sessions were 60 min for 8 sessions (8 h total)

Outcomes

Outcomes recorded at baseline, post intervention and at 1 month

Upper limb function and activity outcomes (arm): abbreviated version of the Wolf Motor Function Test

Upper limb function and activity outcomes (hand): Box and Block test, Grip strength (kg)

Participation restriction and quality of life: Stroke Impact Scale (hand function, composite function, perception of recovery)

Adverse events reported

Other outcomes: therapy time

Notes

Risk of bias

Bias

Authors' judgement

Support for judgement

Random sequence generation (selection bias)

Low risk

Participants were randomly allocated using a basic computer random number generator

Allocation concealment (selection bias)

Unclear risk

Unclear

Blinding of outcome assessment (detection bias)
All outcomes

Low risk

Blind

Incomplete outcome data (attrition bias)
All outcomes

Low risk

Some attrition was reported. Outcomes were calculated based on the number of participants and there was no reporting of imputation of data. ITT analysis was completed

Selective reporting (reporting bias)

Low risk

Reports on all measures reported in the study protocol paper

Saposnik 2016

Methods

RCT

Participants

Recruited from rehabilitation units in 4 countries: Canada, Argentina, Peru, Thailand

141 participants: 71 intervention group, 70 control group

Inclusion criteria: 18‐85 years with first time ischaemic stroke within 3 months of enrolment and with mild to moderate motor disability (Chedoke McMaster Stroke Assessment stage > 3)

Exclusion criteria: no disability in the UE (arm components of the Chedoke McMaster scale = 7), were unable to follow instructions, pre‐stroke Modified Rankin score of ≥ 2, medically unstable or uncontrolled hypertension; severe illness with a life expectancy of < 3 months, unstable angina or MI within 3 months, history of seizures or epilepsy (except for febrile seizures of childhood); participating in another clinical trial involving an investigational drug or physical therapy or had any condition that might put the patient at risk (e.g. known shoulder subluxation)

Mean (SD) age: intervention group 62 (13) years, control group 62 (12) years

Stroke details: 100% ischaemic; right hemiparesis 47%

Timing post stroke: intervention group mean 27 d, control group mean 24.5 d

Interventions

VR intervention: Nintendo Wii Sports and Game Party 3. Progression through the intervention allowed participants to choose some specific activities within those games (last 3 min of the intervention) based on their capabilities and interest with the goals of enhancing flexibility, ROM, strength and co‐ordination of the affected arm

Control intervention: recreational therapy with progression through activities such as cards, bingo, Jenga or a ball game

Administered 1:1 by a rehabilitation therapist

Sessions were 60 min, 5 times/week for 2 weeks

Outcomes

Outcomes were recorded at 2 weeks (post intervention) and 4 weeks

Abbreviated Wolf Motor Function Test

Box and Block Test

Quality of life after stroke ‐ Stroke Impact Scale

Functional Independence Measure, Barthel Index, Modified Rankin Scale

Grip strength (dynamometer)

Hand function ‐ Stroke Impact Scale

Adverse events reported

Notes

NCT01406912

Risk of bias

Bias

Authors' judgement

Support for judgement

Random sequence generation (selection bias)

Low risk

Computer‐generated assignment

Allocation concealment (selection bias)

Low risk

Assignment at the point enrolment

Blinding of outcome assessment (detection bias)
All outcomes

Low risk

Blinded assessor

Incomplete outcome data (attrition bias)
All outcomes

Low risk

ITT analysis conducted. Details of withdrawals reported transparently

Selective reporting (reporting bias)

Low risk

All outcomes reported

Shin 2014

Methods

RCT

Participants

Recruited from 2 rehabilitation units and the neurorehabilitation ward of a hospital in Korea

16 participants: 9 intervention, 7 control

Inclusion criteria: hemiparetic upper limb dysfunction due to first‐ever stroke, mild‐to‐severe deficits of the paretic UE (2‐4 on the MRC Scale and 2‐5 on the Brunnstrom Stage of motor recovery)

Exclusion criteria: pre‐existing arm impairment, any painful condition affecting the upper limbs, difficulty in sitting for ≥ 20 min, severe cognitive impairment (MMSE score < 10 points) and severe aphasia

Mean (SD) age: intervention group 46.6 (5.8) years, control group 52.0 (11.9) years

50% men

Stroke details: 38% right lesion

Timing post stroke: intervention group mean (SD) 76.6 (28.5) d, control group 67.1 (45.3) d

Interventions

VR intervention: RehabMaster™. The participant sits in a chair in front of a monitor. The therapist can control the program and level of difficulty. Rehabilitation games were designed to combine rehabilitation exercises with gaming elements. The 4 games suggested were goalkeeper, bug hunter, underwater fire and rollercoaster

Control intervention: conventional OT

Sessions were 20 min of OT. The intervention group received an additional 20 min of VR. The duration of intervention was 10 sessions over 2 weeks

Outcomes

Outcomes recorded at baseline and post intervention

Upper limb function outcomes: Fugl Meyer

Activity limitation outcomes; Modified Barthel Index

Other outcomes: passive ROM of the upper limb, MRC Score

Notes

Risk of bias

Bias

Authors' judgement

Support for judgement

Random sequence generation (selection bias)

Low risk

Computer‐generated

Allocation concealment (selection bias)

Low risk

Opaque envelopes

Blinding of outcome assessment (detection bias)
All outcomes

Low risk

Blinded to allocation

Incomplete outcome data (attrition bias)
All outcomes

Low risk

No dropouts

Selective reporting (reporting bias)

Low risk

All outcomes reported except for the SF36 measure, which will be reported in a subsequent publication

Shin 2015

Methods

RCT

Participants

Recruited from a rehabilitation hospital in Seoul, Korea

35 participants: 18 intervention, 17 control

Inclusion criteria: aged ≥ 18 years with chronic hemiparetic upper limb dysfunction, secondary to a first ever stroke. MRC Scale scores of 2‐4 (inclusive) and a Brunnstrom motor recovery stage for the proximal UE of 2‐5 inclusive

Exclusion criteria: severe cognitive impairment or aphasia, pre‐existing mental illness or arm impairment, difficulty in sitting for ≥ 30 min and/or uncontrolled medical illness

Mean (SD) age: intervention group 53.3 (11.8) years, control group 54.6 (13.4) years

69% men

Stroke details: 50% right hemiparesis

Timing post stroke: intervention group mean (SD) 202 (89), control group 165 (87) d

Interventions

VR intervention: game‐based VR using 10 min of rehabilitation training and 20 min of rehabilitation games selected by an occupational therapist to encourage active arm and trunk movements. Participants sat in a chair in front of the monitor and depth sensor and moved according to the training protocol. The difficulty was set by manipulating the ROM or speed of the activity or by manipulating the number, size, location, speed or trajectories of the targets

Control intervention: conventional OT including exercises, table top activities and training for ADL

Sessions for the VR group were 30 min of VR plus 30 min of conventional OT, 5 d/ week for 4 weeks

Sessions for the control group were 60 min of OT, 5 d/week for 4 weeks

Outcomes

Outcomes assessed post intervention

Korean SF36

Korean Hamilton Depression Rating Scale

Fugl Meyer Assessment UE

Adverse events reported

Notes

Risk of bias

Bias

Authors' judgement

Support for judgement

Random sequence generation (selection bias)

Low risk

Computer‐generated

Allocation concealment (selection bias)

Unclear risk

Method not reported

Blinding of outcome assessment (detection bias)
All outcomes

Low risk

Blinded outcome assessor

Incomplete outcome data (attrition bias)
All outcomes

Low risk

Minor loss to follow‐up. Method of dealing with this in the analysis is not reported

Selective reporting (reporting bias)

Unclear risk

No mention of protocol or trial registration

Sin 2013

Methods

RCT

Participants

Recruited from a rehabilitation hospital in Korea

35 participants: 18 intervention, 17 control

Inclusion criteria: > 6 months post stroke, no problems with auditory or visual functioning, active ROM of the shoulder, elbow, wrist and fingers of > 10°, ability to walk > 10 m independently not taking any medication that could influence balance or gait and no severe cognitive disorders (MMSE score of > 16/30)

Exclusion criteria: uncontrolled blood pressure or angina, history of seizure, any intervention other than conventional therapy, or refusal to use a video game

Mean (SD) age: intervention group 71.78 (9.42) years, control group 75.59 (5.55) years

43% men

Stroke details: 66% right hemiparesis

Timing post stroke: intervention group mean (SD) 7.22 (1.21) months, control group 8.47 (2.98) months

Interventions

VR intervention: use of Xbox Kinect for 30 min followed by conventional OT for 30 min. Kinect programs that required use of the UEs were selected

Control intervention: conventional OT, which focused on retraining UE and hand function and ADL
Sessions were performed 3 times/week for 6 weeks

Outcomes

Outcomes recorded at baseline and post‐intervention

Upper limb outcomes: Fugl Meyer UE, Box and Block test

Other outcomes: UE Active ROM

Notes

Risk of bias

Bias

Authors' judgement

Support for judgement

Random sequence generation (selection bias)

Low risk

Random number tables

Allocation concealment (selection bias)

Unclear risk

Not reported

Blinding of outcome assessment (detection bias)
All outcomes

Low risk

Blinded to allocation

Incomplete outcome data (attrition bias)
All outcomes

Unclear risk

To be determined

Selective reporting (reporting bias)

Unclear risk

To be determined

Song 2015

Methods

RCT

Participants

Recruited from a hospital in South Korea

40 participants: 20 intervention group, 20 control group

Inclusion criteria: no visual field deficit, no abnormality in the vestibular organs, no orthopaedic disease, an unrestricted ROM, able to understand and perform the exercise as instructed by the researcher and a score of ≥ 24 on the MMSE‐K

Exclusion criteria: none reported

Mean (SD) age: intervention group mean (SD) 51.37 (40.6) years, control group 50.10 (7.83) years

55% men

Stroke details: 48% right hemiparesis

Timing post stroke: intervention group 14.75 (6.06) months, 14.30 (3.40) months

Interventions

VR intervention: Xbox Kinect including Kinect Sport, Kinect Sport Season 2, Kinect Adventure, Kinect Gunstringer. Mostly sports programs such as bowling, skiing, golf, ground walking, walking over obstacles and climbing stairs were used for training

Control intervention: ergometer bicycle training using a Motomed Viva 2. The Motomed provides detailed feedback, software‐controlled therapy programs and motivation and training games

Sessions for both interventions were 30 min, 5 d/week for 8 weeks

Outcomes

Outcomes assessed post intervention

Balance (biofeedback analysis system)

Timed Up and Go Test

10 Minute Walk Test

Notes

Risk of bias

Bias

Authors' judgement

Support for judgement

Random sequence generation (selection bias)

Unclear risk

Detail not reported

Allocation concealment (selection bias)

Unclear risk

Detail not reported

Blinding of outcome assessment (detection bias)
All outcomes

Unclear risk

Detail not reported

Incomplete outcome data (attrition bias)
All outcomes

Unclear risk

Detail not reported

Selective reporting (reporting bias)

Unclear risk

No mention of protocol or trial registration

Standen 2011

Methods

RCT

Participants

Study took place in the UK

27 participants: 17 intervention, 10 control

Inclusion criteria: ≥ 18 years, no longer receiving any other intensive rehabilitation and still had residual upper limb dysfunction

Exclusion criteria: failure to meet above criteria

Mean (SD) age: intervention group 59 (12.03) years, control group 63 (14.6) years

59% men

Timing post stroke: intervention group mean (SD) 38 (41.28) weeks, control group 24 (36.26) weeks

Interventions

VR intervention: virtual glove which translates the position of the hand into gameplay. Participants were instructed to use the program at home

Control intervention: usual care (no specific intervention)

Sessions were 20 min, 3 times/d for 8 weeks (approximately 52 h)

Outcomes

Outcomes recorded at baseline, 4 weeks and post intervention (8 weeks)

Upper limb function outcome: Wolf Motor Function Test, Nine Hole Peg Test

Other: Motor Activity Log

Activity outcomes: Nottingham Extended ADL Scale (NEADL)

Notes

Risk of bias

Bias

Authors' judgement

Support for judgement

Random sequence generation (selection bias)

Low risk

Computerised random number generator

Allocation concealment (selection bias)

Low risk

Managed externally

Blinding of outcome assessment (detection bias)
All outcomes

Low risk

Blinded to allocation

Incomplete outcome data (attrition bias)
All outcomes

High risk

Large number of dropouts in the intervention group

Selective reporting (reporting bias)

Low risk

Unpublished data obtained via personal communication

Subramanian 2013

Methods

RCT

Participants

Study took place in Canada

32 participants: 16 intervention, 16 control

Inclusion criteria: aged 40‐80 years, sustained single ischaemic or haemorrhagic stroke 6‐60 months previously, scored 3‐6 on the Chedoke McMaster Stroke Assessment arm subscale and had no other neurologic or neuromuscular/orthopaedic problems affecting the upper limb and trunk

Exclusion criteria: brainstem or cerebellar lesions, comprehension difficulties and marked apraxia, attention or visual field deficits

Mean (SD) age: intervention group 62 (9.7) years, control group 60 (11) years

72% men

Stroke details: 47% right hemiparesis

Timing post stroke: intervention group mean (SD) 3.7 (2.2) years, control group 3.0 (1.9) years

Interventions

VR intervention: a 3D virtual environment (CAREN system) simulated a supermarket scene. Participants had to reach for objects in the virtual environment. Training was high in intensity with 72 trials of reaching in each session

Control intervention: pointing at targets in a physical environment

Sessions were 45 min for 12 d spaced over 4 weeks

Outcomes

Outcomes were recorded at baseline, post intervention and 3 months following intervention

Upper limb outcomes: Fugl Meyer, Reaching Performance Scale for Stroke, Wolf Motor Function Test

Adverse events reported

Other outcomes: Motor Activity Log‐AS

Other outcomes: Motivation Task Evaluation Questionnaire

Other outcomes: kinematic data

Notes

Risk of bias

Bias

Authors' judgement

Support for judgement

Random sequence generation (selection bias)

Low risk

Computer‐generated

Allocation concealment (selection bias)

Low risk

Managed by external personnel

Blinding of outcome assessment (detection bias)
All outcomes

Low risk

Blinded to allocation

Incomplete outcome data (attrition bias)
All outcomes

Low risk

All completed the assessments. Small number of intervention dropouts and balanced across groups

Selective reporting (reporting bias)

Low risk

All outcomes reported as per entry on clinical trial registry

Sucar 2009

Methods

Quasi RCT

Participants

Recruited from the National Institute of Neurology in Mexico City, Mexico

22 participants: 11 intervention, 11 control

Inclusion criteria: ≥ 6 months after stroke

Exclusion criteria: none reported

Mean age: intervention group 51 years, control group 52 years

Timing post stroke: intervention group 22 months, control group 26 months

Interventions

VR intervention: participants used a 'Gesture Therapy' program designed by the researchers. Movements of the participant's upper limbs are tracked by a camera and the person interacts with on‐screen games. Games included shopping in the supermarket, making breakfast, playing basketball, cleaning, painting and driving

Control intervention: a variety of exercises guided by the therapist using equipment such as cones and balls

Sessions were 60 min, 3 times/week for 5 weeks (15 h total)

Outcomes

Outcomes recorded at baseline and post intervention

Upper limb function and activity outcomes (arm): Fugl Meyer UE scale, Motricity Index

Adverse events reported

Other outcomes: level of interest, competence, effort, pressure and utility of the intervention

Notes

Risk of bias

Bias

Authors' judgement

Support for judgement

Random sequence generation (selection bias)

High risk

Alternate allocation based on odd or even numbers

Allocation concealment (selection bias)

Unclear risk

Unclear

Blinding of outcome assessment (detection bias)
All outcomes

High risk

Not blinded

Incomplete outcome data (attrition bias)
All outcomes

Low risk

There were no missing data

Selective reporting (reporting bias)

Low risk

No additional outcomes were collected

Thielbar 2014

Methods

RCT

Participants

Recruited from an outpatient clinic in the USA

14 participants: 7 intervention, 7 control

Inclusion criteria: chronic hemiparesis resulting from a single stroke ≥ 6 months prior with mild‐moderate hand impairment as evidenced by a score of 5 or 6 on the Hand subsection of the Chedoke McMaster Stroke Assessment scale. Limitations with fine motor control but able to perform 2 of 3 specified hand movements

Exclusion criteria: receiving outpatient physical or OT, biomechanical limitations which limited passive digit extension to 20° of finger flexion; had received botulinum toxin < 6 months prior to enrolment; cognitive deficits limiting simple 1‐step commands or significant UE pain

Mean (SD) age: intervention group 54 (7) years, control group 59 (6) years

Stroke details: right hemiparesis 43%

Timing post stroke: intervention group 46.6 (32.5) months, control group 47.9 (47.4) months

Interventions

VR intervention: trained with the actuated virtual keyboard (AVK) system to practice movements of different combinations. Participants wore a PneuGlove and pressed virtual keys. Visual displays guided the user as did the therapist. Each key played a unique tone which would play whenever the key was struck

Control intervention: high‐intensity task‐oriented OT centred on fine motor control, dexterity, in‐hand manipulation and isolated finger movements. Examples of activities included practise of buttoning, typing, tying knots, writing and using tools

Both group had sessions of 60 min, 3 times a week for 6 weeks

Outcomes

Outcomes assessed post intervention and 1 month after the end of intervention

Action Research Arm Test

Jebsen Taylor Hand Function Test

Fugl Meyer (UE)

Grip strength (Jamar dynamometer)

Other: Kinematic actuation

Notes

Risk of bias

Bias

Authors' judgement

Support for judgement

Random sequence generation (selection bias)

High risk

Drawing lots

Allocation concealment (selection bias)

Low risk

Drawing lots

Blinding of outcome assessment (detection bias)
All outcomes

Low risk

Blinded therapist

Incomplete outcome data (attrition bias)
All outcomes

Low risk

Minimal dropout

Selective reporting (reporting bias)

Unclear risk

No mention of protocol or trial registration

Ucar 2014

Methods

RCT

Participants

Recruited from an outpatient unit in Turkey

22 participants: 11 intervention, 11 control

Inclusion criteria: adult male (> 18 years), capability to ambulate 10 m without personal assistance and not receiving any other physical therapy

Exclusion criteria: body weight > 135 kg, FAC score < 3; unable to walk consistently or independently within the community, cognitive deficits, cardiac disease, spasticity of the lower limbs preventing them from robotic walking, traumatic stroke, intracranial space occupying lesion‐induced strokes and seizures

Mean age: intervention group 56.2 years, control group 61.5 years

100% men

Stroke details not reported

Interventions

VR intervention: robotic (Lokomat) training with a computer monitor placed in front of the participants. It provided them with biofeedback of their performance

Control intervention: conventional physiotherapy in the home environment. Home exercise focused on gait and body weight support on the paretic leg. Also included active assisted exercises, leg strengthening and balance training

Both groups received 30‐min sessions, 5 d/week for 2 weeks

Outcomes

Outcomes assessed post intervention

10 m Timed Walking Speed Test

Timed Up and Go Test

MMSE

Hospital Anxiety and Depression Scale

Functional Ambulation Category

Notes

Risk of bias

Bias

Authors' judgement

Support for judgement

Random sequence generation (selection bias)

Unclear risk

Detail not reported

Allocation concealment (selection bias)

Unclear risk

Detail not reported

Blinding of outcome assessment (detection bias)
All outcomes

High risk

Assessor not blinded

Incomplete outcome data (attrition bias)
All outcomes

Unclear risk

Detail not reported in enough detail to make a judgement

Selective reporting (reporting bias)

Unclear risk

No mention of protocol or trial registration

Xiang 2014

Methods

RCT

Participants

Recruited from a hospital in China

20 participants: 10 intervention, 10 control

Inclusion criteria: aged 40‐80 years within 3 months of first onset of stroke. Abnormal 10 m walking time but could walk > 10 m with no more than the assistance of 1 person

Exclusion criteria: cerebellum/brainstem infarct; impairment in all 4 limbs, reduced consciousness, respiratory or heart failure, Parkinson's Disease, recent MI, recent leg fracture, recent deep vein thrombosis, recent stroke with gait disorder

Mean (SD) age: intervention group 57.1 (10.43) years, control group 62.2 (10.21) years

70% men

Stroke details: 45% right hemiparesis

Timing post stroke: intervention group mean (SD) 44.4 (14.78) d, control group 40.80 (16.52) d

Interventions

VR intervention: VR enhanced body weight supported treadmill training

Control intervention: muscle strength training, stretching and balance exercises

Both groups participated in 15 sessions of conventional therapy; the VR intervention group received an additional 20‐40 min of training at each session

Outcomes

Outcomes assessed post intervention

10 m walking speed

Fugl Meyer (LE)

Brunel Balance Assessment

Notes

Risk of bias

Bias

Authors' judgement

Support for judgement

Random sequence generation (selection bias)

Unclear risk

Detail not reported

Allocation concealment (selection bias)

Unclear risk

Detail not reported

Blinding of outcome assessment (detection bias)
All outcomes

High risk

Assessor not blinded

Incomplete outcome data (attrition bias)
All outcomes

Unclear risk

Not reported in sufficient detail to make judgement

Selective reporting (reporting bias)

Unclear risk

Unable to find protocol or trial registration

Yang 2008

Methods

RCT

Participants

Study took place in Taiwan

24 participants: 12 intervention, 12 control

Inclusion criteria: hemiparesis resulting from a single stroke occurring > 6 months earlier, limited household walker, unlimited household walker or most‐limited community walker by functional walking category, not presently receiving any rehabilitation services, no visual field deficit or hemianopia, stable medical condition to allow participation in the testing protocol and intervention, ability to understand instructions and follow commands

Exclusion criteria: any comorbidity or disability other than stroke that would preclude gait training, uncontrolled health condition for which exercise was contraindicated, neurological or orthopaedic disease that might interfere with the study

Mean (SD) age: intervention group 55 (12) years, control group 61 (9) years

50% men

Stroke details: 45% right hemiparesis

Timing post stroke: intervention group mean (SD) 6 (4) years, control group 6 (10) years

Interventions

VR intervention: the participant walked on a treadmill as virtual environments were displayed on a screen in front of the person with a wide field of view. Speed and incline of the treadmill was able to be varied in conjunction with scenery changes. Leg movements were tracked by an electromagnetic system to detect collisions with virtual objects. The virtual environment was designed to simulate a typical community in Taipei. Scenarios consisted of lane walking, street crossing, negotiating obstacles and strolling through the park

Control intervention: treadmill training. While walking on the treadmill the participant was asked to execute different tasks. The tasks included lifting the legs to simulate stepping over obstacles, uphill and downhill walking and fast walking

Sessions were 20 min, 3 times/week for 3 weeks (3 h total)

Outcomes

Outcomes recorded at baseline, post intervention and at 1 month

Lower limb function and activity outcomes: walking speed (m/s), community walk test

Participation restriction and quality of life: walking ability questionnaire, Activities Specific Balance Confidence Scale

Notes

Risk of bias

Bias

Authors' judgement

Support for judgement

Random sequence generation (selection bias)

Low risk

An independent person picked 1 of the sealed envelopes before the start of the intervention

Allocation concealment (selection bias)

Unclear risk

Unclear whether envelopes were opaque

Blinding of outcome assessment (detection bias)
All outcomes

Low risk

Blind

Incomplete outcome data (attrition bias)
All outcomes

Unclear risk

Unclear

Selective reporting (reporting bias)

Unclear risk

Unclear

Yang 2011

Methods

RCT

Participants

Recruited from a hospital in Taiwan

14 participants: 7 intervention, 7 control

Inclusion criteria: hemiplegia resulting from a stroke > 6 months ago. Able to understand the treadmill exercises

Exclusion criteria: inability to walk independently (without using an assistive device), abnormal neuro‐opthalmologic findings after examination and visual acuity problems after correction

Mean (SD) age: intervention group 56.3 (10.2) years, control group 65.7 (5.9) years

Stroke details: 36% right hemiparesis

Timing post stroke: intervention group mean (SD) 17 (8.6) months, control group 16.3 (10.4) months

Interventions

VR intervention: standard OT and physiotherapy program plus VR treadmill training. The treadmill was co‐ordinated with the interactive scenes so that a stepping switch turned the scenes left or right as if the person was turning a corner. Participants had to make 16 turns/session

Control intervention: treadmill training facing a window

Sessions were 20 min, 3 times/week for 3 weeks (approximately 3 h total)

Outcomes

Outcomes recorded at baseline and post‐intervention

Gait outcomes: bilateral limb loading symmetric index, paretic limb stance time, number of steps of the paretic limb, contact areas of the paretic foot during quiet stance, sit‐to‐stand transfer and level walking

Balance outcomes: centre of pressure

Notes

Risk of bias

Bias

Authors' judgement

Support for judgement

Random sequence generation (selection bias)

Unclear risk

Not reported

Allocation concealment (selection bias)

Unclear risk

Not reported

Blinding of outcome assessment (detection bias)
All outcomes

Low risk

Blinded to allocation

Incomplete outcome data (attrition bias)
All outcomes

Unclear risk

Insufficient detail reported to tell

Selective reporting (reporting bias)

Unclear risk

Protocol not available

Yavuzer 2008

Methods

RCT

Participants

Recruited from an inpatient rehabilitation centre in Turkey

20 participants: 10 intervention, 10 control

Inclusion criteria: first episode of unilateral stroke with hemiparesis during the previous 12 months, score of 1‐4 on the Brunnstrom stages for the UE, able to understand and follow simple verbal instructions, no severe cognitive disorders that would interfere with the study's purpose (MMSE score of > 16/30)

Mean (SD) age: intervention group 58 (10) years, control group 64 (11) years

45% men

Stroke details: 45% right hemiparesis

Timing post stroke: intervention group mean (SD) 3 (3) months, control group 5 (1) months

Interventions

VR intervention: active use of the Playstation EyeToy games involving use of the upper limbs

Control intervention: watched the Playstation EyeToy games but did not get physically involved

Sessions were 30 min, 5 times/week for 4 weeks (10 h total)
Sessions were in addition to the conventional rehabilitation programme that both groups were participating in, which involved approximately 60 min of therapy for the upper limb

Outcomes

Outcomes recorded at baseline and post‐intervention

Upper limb function and activity outcome measures (arm function): Brunnstrom UE stages

Upper limb function and activity outcome measures (hand function): Brunnstrom hand stages

Activity limitation outcome measures: Functional Independence Measure self care component

Adverse events reported

Notes

Risk of bias

Bias

Authors' judgement

Support for judgement

Random sequence generation (selection bias)

Low risk

Sequence generated using a computer‐generated random number list

Allocation concealment (selection bias)

Low risk

An independent doctor operated the random number program

Blinding of outcome assessment (detection bias)
All outcomes

Low risk

Blind

Incomplete outcome data (attrition bias)
All outcomes

Low risk

There does not appear to be any attrition and all outcome measures appear to have been reported in full

Selective reporting (reporting bias)

Unclear risk

Unclear

Yin 2014

Methods

RCT

Participants

Recruited from an inpatient rehabilitation unit in Singapore

23 participants: 11 intervention, 12 control

Inclusion criteria: medically stable to participate in active rehabilitation, > 21 years old, able to stand unsupported for 30 s, Fugl Meyer Assessment for the UE score of < 62 and MMSE score of > 20

Exclusion criteria: epilepsy, photophobia or known side effects from watching digital media, were pregnant, had implanted electronic devices including pacemakers or defibrillators, joint pain that could limit participation, severe visual deficits and presented with a spasticity score of > 2 in the affected limb quantified by the Modified Ashworth Scale

Median age: intervention group 62 years, control group 56 years

70% men

Stroke details: 35% right hemiparesis

Timing post stroke: intervention group median 15 d, control group median 14 d

Interventions

VR intervention: the VR system comprised a hand‐held remote controller detected with a base movement sensor, laptop computer, customised rehabilitation gaming software and a 80 centimetre, liquid crystal display screen. The tasks were highly repetitive but functional tasks in an enriched motivating environment, with customisable but challenging difficulty levels.The virtual environment consisted of a local supermarket setting to increase familiarity and engagement of participants. Participants were instructed to pick a virtual fruit from a shelf and release it into a virtual basket as many times as possible within a 2‐min trial. This reaching practice was carried out standing, simulating real‐life

Control intervention: conventional rehabilitation training

The experimental group received 30 min of non‐immersive VR training for 9 weekdays within 2 weeks (5 d/week) in addition to conventional therapy. The control group received only conventional therapy. The total dose provided was comparable (17 h intervention vs 15.5 h control)

Outcomes

Outcomes assessed post intervention and at 4 weeks

Fugl Meyer Assessment

Action Research Arm Test

Motor Activity Log

Functional Independence Measure

Adverse events reproted

Notes

Risk of bias

Bias

Authors' judgement

Support for judgement

Random sequence generation (selection bias)

Unclear risk

Method not clear

Allocation concealment (selection bias)

Unclear risk

Allocation was concealed using opaque envelopes. Not clear if sealed

Blinding of outcome assessment (detection bias)
All outcomes

High risk

Not blinded

Incomplete outcome data (attrition bias)
All outcomes

Low risk

Minimal dropout

Selective reporting (reporting bias)

Unclear risk

No mention of protocol

You 2005

Methods

RCT

Participants

Study took place in Korea

10 participants: 5 intervention, 5 control

Inclusion criteria: ≥ 1 year after first stroke, plateau in the maximum motor recovery after conventional neurorehabilitation, > 60° extension at the knee

Exclusion criteria: severe spasticity (modified Ashworth scale > 2) or tremor, severe visual and cognitive impairment

Mean age: intervention group 55 years, control group 55 years

70% men

Stroke details: 30% right hemiparesis

Timing post stroke: intervention group 18 months, control group 19 months

Interventions

VR intervention: IREX VR system using a video capture system to capture the participant's whole body movement. The participant is able to view their body movements in real time on a screen in front of them immersed in a virtual environment. Games included stepping up/down, 'shark bait' and snowboarding

Control intervention: no intervention provided

Sessions for the VR group were 60 min, 5 times/week for 4 weeks (20 h total)

Outcomes

Outcomes recorded at baseline and post intervention

Lower limb function and activity outcomes: Functional Ambulation Category

Global motor function: modified Motor Assessment Scale

Imaging studies: functional MRI ‐ laterality index

Notes

Risk of bias

Bias

Authors' judgement

Support for judgement

Random sequence generation (selection bias)

Unclear risk

Unclear

Allocation concealment (selection bias)

Unclear risk

Unclear

Blinding of outcome assessment (detection bias)
All outcomes

Low risk

Blind

Incomplete outcome data (attrition bias)
All outcomes

Unclear risk

Unclear

Selective reporting (reporting bias)

Unclear risk

Unclear

Zucconi 2012

Methods

RCT (3 arms)

Participants

Recruited from a neurorehabilitation ward in Italy

33 participants: 11 intervention, 11 control, 11 control

Inclusion criteria: stroke in the MCA territory ≥ 6 months before enrolment, absence of ideomotor apraxia, neglect and aphasia interfering with verbal comprehension

Exclusion criteria: apraxia, neglect and language disturbances

Median (IQR) age: intervention group 60 (57.25‐76) years, control group 60 (49‐74.25) years, control group 64.5 (54.50‐69) years

39% men

Timing post stroke: intervention group median (IQR) 10.05 (4.05‐17.90) months, control group 8.75 (2.75‐24.95) months, control group 5.05 (1.75‐17.90) months

Interventions

VR intervention (Ever teacher group): Reinforced Feedback in Virtual Environment (RFVE). Participants were asked to manipulate sensorised objects (ball, plastic cup or cylinder). Specific feedback was provided (like a virtual teacher) to encourage the participant to emulate the correct movement

VR intervention (No teacher group): VR intervention but with no feedback

Control intervention: conventional rehabilitation programme

Sessions were 60 min, 5 times/week for 4 weeks

Outcomes

Outcomes recorded at baseline and post intervention

Upper limb outcomes: Fugl Meyer UE, Reaching performance scale

Other outcomes: Modified Ashworth Scale, kinematics

Activity outcomes: Functional Independence Measure

Notes

Risk of bias

Bias

Authors' judgement

Support for judgement

Random sequence generation (selection bias)

Low risk

Computer‐generated

Allocation concealment (selection bias)

Low risk

Sequentially numbered, opaque, sealed envelopes

Blinding of outcome assessment (detection bias)
All outcomes

Low risk

Blinded to allocation

Incomplete outcome data (attrition bias)
All outcomes

Low risk

No dropouts

Selective reporting (reporting bias)

Low risk

No other outcomes collected

6MWT: 6‐minute walk test
ADL: activities of daily living
CT: computerised tomography
ITT: intention‐to‐treat
IQR: interquartile range
MCA: middle cerebral artery
MI: myocardial infarction
MMSE(‐K): Mini Mental State Examination( ‐ Korean)
MRC: Medical Research Council
MRI: magnetic resonance imaging
OT: occupational therapy
RCT: randomised controlled trial
ROM: range of motion
SD: standard deviation
UE: upper extremity
VR: virtual reality

Characteristics of excluded studies [ordered by study ID]

Study

Reason for exclusion

Abdollahi 2014

Cross‐over design

Bower 2014

Both the intervention and control group receive VR

Braun 2016

Did not meet the definition of VR intervention

Broeren 2008

Study design: not a RCT

Cameirao 2012

Compares different types of VR

Cho 2013

Did not meet the definition of VR (no real 'interaction' between the person and the virtual environment)

Cho 2015

Both intervention and control group received VR

Chortis 2008

Study design: not a RCT

Cikaljo 2012

Study design: not a RCT

Der‐Yeghiaian 2009

Study design: not a RCT

Edmans 2009

Study design: not a RCT

Fischer 2007

Compares different types of VR

Fritz 2013

Not considered to be properly randomised or quasi‐randomised

Gnajaraj 2007

Did not meet the definition of a VR intervention

Hollenstein 2011

Cross‐over design

In 2012

Did not meet the definition of a VR intervention

Katz 2005

Study design: not all participants were randomised

Kim 2012b

Did not meet the definition of a VR intervention

Kim 2015a

It did not appear that the participant had control over the interaction with the virtual environment. We emailed the study authors to clarify this but there was no response

Kim 2015b

Not clear that the VR is synced with real interaction between the person and the system

Krebs 2008

Study design: participants were not randomly allocated to groups

Lee 2014b

Compared assymetric training with symmetric training. Both groups had VR

Llorens 2014

Outlines two studies: both included participants with acquired brain injury and did not report the results for different diagnoses separately

Masiero 2014

Not considered VR intervention matching the definition in this review

McEwen 2014

Compares groups VR in standing with VR in sitting

Rand 2014

Secondary analysis of a subgroup of participants from a larger study

Rutz‐LaPitz 2011

Cross‐over design

Shin 2010

Study design: participants were not randomly allocated to groups

Song 2010

Unable to obtain further information to confirm inclusion criteria or obtain basic study data

Turolla 2013

Not randomised

Viana 2014

Examines VR with or without transcranial direct current stimulation

Wolf 2015

Did not meet definition of VR used in this review

Yom 2015

There is not genuine interaction between the participant and the virtual environment

Yoo 2015

Not VR intervention

RCT: randomised controlled trial
VR: virtual reality

Characteristics of studies awaiting assessment [ordered by study ID]

Almeida 2014

Methods

RCT

Participants

People post stroke

Interventions

Physical therapy associated with VR therapy

Outcomes

Berg Balance Scale

Notes

Conference abstract. Appears to be preliminary results for an ongoing trial. Study authors did not respond to queries regarding study

Connor 2016

Methods

RCT

Participants

People with stroke ≥ 6 months earlier

Interventions

Intervention group: 18 individualised training sessions using the YouGrabber over 12 weeks

Control group: usual rehabilitation within the gym

Outcomes

Interviews, other outcome measures not described

Notes

de Paula Oliveira 2015

Methods

RCT

Participants

People in the chronic phase post stroke

Interventions

Nintendo Wii Fit

Outcomes

Fugl Meyer‐Lower Extremity, QOL

Notes

Conference paper. States preliminary results. Study authors did not respond to queries regarding study

Faria 2016

Methods

RCT

Participants

Individuals within 6 months of stroke

Interventions

VR: VR motor‐cognitive task group performed a VR motor and cognitive attention/memory task customised to each user in terms of the positive content

Control: standard rehabilitation group performed conventional motor and cognitive rehabilitation tasks

Outcomes

Primary outcome: Fugl Meyer

Notes

NCT02539914. Co‐investigator AL Faria

In 2016

Methods

RCT

Participants

People in the chronic phase post stroke

Interventions

VR: VR reflection therapy in addition to usual rehabilitation

Control group: conventional rehabilitation and placebo VR

Outcomes

Berg Balance Scale, Functional Reach test, Timed Up and Go Test

Notes

Lee 2015c

Methods

RCT

Participants

People with stroke

Interventions

Treadmill training‐based, real‐walk simulation

Outcomes

Motor‐Free Visual Perception Test, Berg Balance Scale

Notes

Conference abstract only and unable to source further study details

Lee 2016a

Methods

RCT

Participants

People in the chronic phase of stroke

Interventions

VR‐based rehabilitation group

Group‐based rehabilitation group

Outcomes

Fugl Meyer‐Upper Extremity, manual function test, Box and Block Test, Modified Barthel Index, SF‐12

Notes

ISRCTN04144761

Lee 2016b

Methods

RCT

Participants

People following stroke

Interventions

VR group received additional 30 min of therapy utilising canoe‐based game

Control group received conventional rehabilitation program

Outcomes

Trunk postural stability, balance and upper limb motor function

Notes

Lin 2015

Methods

RCT

Participants

People in the chronic phase post stroke

Interventions

Computer‐aided interlimb force coupling training task with visual feedback

Outcomes

Barthel Index, Fugl Meyer Assessment, Motor Assessment Score, Wolf Motor Function Test

Notes

Contacted authors to clarify details of intervention and whether this met our criteria for inclusion but received no response

Marshall 2016

Methods

Quasi RCT

Participants

People after stroke with aphasia

Interventions

Intervention: daily language stimulation sessions in 'EVA Park' with a support worker

Control group: waitlist control group

Outcomes

Communication ADL, Verbal fluency task, Word finding in conversation (POWERS), narrative production, Communication Confidence Rating Scale for Aphasia, Friendship Scale

Notes

Nijenhuis 2017

Methods

RCT

Participants

People in the chronic phase following stroke

Interventions

Intervention: self‐administered, home‐based arm and hand training using either a passive or dynamic wrist and hand orthosis combined with computerised gaming exercises

Control: prescribed conventional exercises from a book

Outcomes

Action Research Arm Test, Intrinsic Motivation Inventory, Fugl Meyer Assessment, Motor Activity Log, Stroke Impact Scale, grip strength

Notes

Simsek 2016

Methods

RCT

Participants

Adults following stroke

Interventions

Intervention: Nintendo Wii for upper limb and balance

Control: Bobath NDT

Outcomes

Functional Independence Measure, Nottingham Health Profile

Notes

Turkbey 2017

Methods

RCT

Participants

People following stroke

Interventions

Additional therapy using the Xbox Kinect

Control group received usual therapy

Outcomes

Feasibility and safety (treatment attendance, patient feedback, adverse events, Borg Scale)

Notes

Zondervan 2016

Methods

RCT

Participants

People with chronic stroke

Interventions

Participants were allocated to 3 weeks of home‐based MusicGlove therapy or conventional tabletop exercises

Outcomes

Primary outcome: Box and Blocks test

Notes

NDT: neurodevelopmental treatment
OT: occupational therapy
QOL: quality of life
RCT: randomised controlled trial
VR: virtual reality

Characteristics of ongoing studies [ordered by study ID]

ACTRN12614000427673

Trial name or title

'FIND Technology': investigating the feasibility, efficacy and safety of controller‐free interactive digital rehabilitation technology in an inpatient stroke population: study protocol for a randomized controlled trial

Methods

RCT

Participants

Inpatient stroke population

Interventions

Intervention group receive Jintronix JRS Wave in addition to their individualised targeted therapy

Control group receive repetitive exercises in addition to their individualised targeted therapy

Outcomes

Activity (measured using accelerometer), Modified Motor Assessment Scale (upper extremity component), sitting balance, standing balance, dynamic balance, mobility

Starting date

April 2014

Contact information

Dr Marie‐Louise Bird

[email protected]

Notes

ACTRN12614000427673

Deutsch 2010

Trial name or title

Interactive video gaming compared with optimal standard of care to improve balance and mobility

Methods

Single‐blind pilot RCT

Participants

Individuals post stroke (> 6 months), able to walk ≥ 50 m, follow instructions

Interventions

VR intervention: Wii‐based balance and mobility training

Control: optimal standard of care

Dosing 3 h/week for 4 weeks

Outcomes

Gait variables (gait rite), 6‐Minute Walk Test, Dynamic Gait Index, Timed Up and Go, Activities Balance Questionnaire, Canadian Occupational Performance Measure, Postural Control

Starting date

Commenced Summer 2008

Contact information

Professor Judith Deutsch: [email protected]

Notes

Data collection completed with results to be presented at upcoming conferences

Duff 2013

Trial name or title

The optimal dosage of the rehabilitation gaming system: the impact of a longer period of VR‐based and standard OT on upper limb recovery in the acute phase of stroke

Methods

RCT

Participants

People after acute stroke

Interventions

VR intervention: rehabilitation gaming system

Control: OT

Outcomes

Unclear

Starting date

Unclear

Contact information

Professor Armin Duff

[email protected]

Notes

Dunsky 2014

Trial name or title

Dual‐task training using virtual reality: influence on walking and balance in individuals post‐stroke

Methods

RCT

Participants

> 1 year following stroke

Interventions

VR intervention: 'SeeMe' video capture system

Control intervention: unclear

Outcomes

Primary outcome: gait speed

Starting date

Unclear

Contact information

Dr Ayelet Dunsky

[email protected]

Notes

Kairy 2015

Trial name or title

Using a virtual reality gaming system to supplement upper extremity rehabilitation post stroke

Methods

RCT

Participants

People following stroke with upper extremity impairment

Interventions

Intervention group: upper extremity VR

Control group: usual care

Outcomes

Fugl Meyer, Box and Blocks Test, Stroke Impact Scale

Starting date

Unknown

Contact information

Professor Dahlia Kairy

[email protected]

Notes

Kairy 2016

Trial name or title

Maximizing post‐stroke upper limb rehabilitation using a novel telerehabilitation interactive virtual reality system in the patient's home: study protocol of a randomized clinical trial

Methods

RCT

Participants

People following stroke with upper extremity impairment

Interventions

Intervention: telerehabilitation VR (Jintronix system)
Control: continuation of exercises or GRASP program

Outcomes

Primary outcome: Fugl Meyer

Starting date

Unknown

Contact information

Professor Dahlia Kairy

[email protected]

Notes

Karatas 2014

Trial name or title

Wii‐based rehabilitation in stroke

Methods

RCT

Participants

Individuals post stroke

Interventions

VR intervention: traditional balance rehabilitation plus Nintendo Wii Fit

Control intervention: traditional balance rehabilitation

Outcomes

Berg Balance Scale, Functional Reach Test, postural assessment scale for stroke patients
Timed Up and Go Test (TUG) and static balance index

Starting date

Unknown

Contact information

Professor Gülçin Kaymak Karataş: [email protected]

Notes

Kiper 2014

Trial name or title

Reinforced feedback in virtual environment for rehabilitation of upper extremity dysfunction after stroke: preliminary data from a randomized controlled trial

Methods

RCT

Participants

People ≥ 1 year post stroke

Interventions

Intervention: reinforced feedback in virtual environment

Control: traditional rehabilitation

Outcomes

Primary outcome: Fugl Meyer‐upper extremity

Starting date

Unsure

Contact information

Dr Pawel Kiper

[email protected]

Notes

Kizony 2013

Trial name or title

Evaluation of a tele‐health system for upper extremity stroke rehabilitation

Methods

RCT

Participants

People following stroke

Interventions

Intervention: quasi‐home‐based tele‐motion‐rehabilitation (TMR) program using the Gertner System

Control: self‐training upper extremity home exercise group

Outcomes

Not reported in conference abstract

Starting date

Contact information

[email protected]

Notes

NCT01365858

Trial name or title

Virtual action planning in stroke: a control rehabilitation study

Methods

RCT

Participants

Individuals with stroke

Interventions

VR intervention: rehabilitation using the 'Virtual Action Planning supermarket'

Control intervention: conventional rehabilitation

Outcomes

Primary outcome: ability to perform shopping test in real supermarket

Starting date

May 2011

Contact information

Professor Pierre‐Alain Joseph: pierre‐alain.joseph@chu‐bordeaux.fr

Notes

Date accessed December 2013

NCT01806883

Trial name or title

Evaluation of the effects of rehabilitation using the 'Wii' on upper limb kinematics in chronic stroke patients

Methods

RCT

Participants

Post‐stroke hemiparetic patients (≥ 6 months post stroke)

Interventions

VR: Nintendo Wii based therapy

Control: traditional physiotherapy

Outcomes

Primary outcome: degree of elbow extension during an active reaching task

Starting date

Contact information

Dr Djamel Bensmail

[email protected]

Notes

NCT01806883

NCT02013999

Trial name or title

The development of upper extremity rehabilitation program using virtual reality for the stroke patients

Methods

RCT

Participants

Individuals with stroke

Interventions

VR intervention

Control intervention: standard OT

Outcomes

Primary outcome: Fugl Meyer Upper Extremity Scale

Starting date

October 2013

Contact information

Professor Nam‐Jong Paik, Department of Rehabilitation Medicine, Seoul National University
Email: [email protected]

Notes

Date accessed December 2013

NCT02079103

Trial name or title

VIrtual Reality Training for Upper Extremity after Stroke (VIRTUES)

Methods

RCT

Participants

1‐12 weeks post stroke

Interventions

VR intervention: VR training using the YouGrabber® for participants with impaired arm motor function after stroke. The YouGrabber exercises focus on intensity, repetitions, and motivating tasks ,and are adapted to the patient's motor abilities

Control: participants receive supervised self‐training exercises with focus on functional tasks adapted to their motor abilities

Outcomes

Primary outcome: Action Research Arm Test

Starting date

Unclear

Contact information

Dr Iris Brunner

[email protected]

Notes

NCT02079103

NCT02553993

Trial name or title

Comparing the cognition effects of two exergame systems and traditional weight shifting training in patients with chronic stroke: a pilot randomized comparison trial

Methods

RCT

Participants

People in the chronic phase after stroke

Interventions

Intervention arm 1: Wii Fit

Intervention arm 2: Tetrax biofeedback

Control: conventional weight shifting

Outcomes

Primary outcome measure: Cognitive Abilities Screening Instrument Scale Chinese version

Starting date

2015

Contact information

Dr Jen Wen Hung

[email protected]

Notes

NCT02553993

NCT02592759

Trial name or title

Effects of upper extremity rehabilitation using Smart Glove in stroke patients

Methods

RCT

Participants

People following stroke

Interventions

Intervention: participants will be treated with conventional OT for 30 min and smart glove treatment for 30 min. 5 treatments/week will be conducted for a total of 2 weeks

Control: participants will be treated with conventional OT for 30 min and upper extremity rehabilitation homework which means the self‐training at bedside, for 30 min. 5 treatments/week will be conducted for a total of 2 weeks

Outcomes

Primary outcome measure: Fugl Meyer UE

Starting date

Unclear

Contact information

A/Prof Han Gil Seo

[email protected]

Notes

NCT02592759

NCT02688413

Trial name or title

Evaluating the MindMotionPRO for early post‐stroke upper‐limb rehabilitation (MOVE‐Rehab)

Methods

RCT

Participants

1‐6 weeks following first stroke

Interventions

VR intervention: MindMotionPRO exercises in addition to standard practice for upper limb rehabilitation

Control intervention: self‐directed prescribed exercises

Outcomes

Primary outcome: dose of therapy

Starting date

2016

Contact information

Notes

NCT02688413

NCT02857803

Trial name or title

A randomised controlled trial comparing the impact of virtual reality, paper and pencil and conventional methods on stroke rehabilitation

Methods

RCT

Participants

Post stroke

Interventions

VR: Reh@City

Paper and Pencil

Conventional therapy

All provided for 30 min, 3 times/week until 12 sessions

Outcomes

Montreal Cognitive Assessment, Stroke Impact Scale, Positive and Negative Affect Scale

Starting date

August 2016

Contact information

Ana Lúcia Faria, ana.faria@m‐iti.org

Notes

NCT02857803

NTR2247

Trial name or title

Effect of virtual reality training on reach after stroke

Methods

RCT

Participants

Individuals in the chronic phase post stroke

Interventions

VR intervention: reach training using a VR program

Control intervention: reach training in a traditional therapy setting

Outcomes

Primary outcomes: Action Research Arm test, Fugl‐Meyer assessment, Intrinsic Motivation Inventory

Starting date

April 2010

Contact information

Dr Kottink: [email protected]

Notes

Date accessed December 2013

Piemonte 2014

Trial name or title

Effects of training in a virtual environment in chronic stroke patients

Methods

RCT

Participants

People in the chronic phase after stroke

Interventions

VR intervention: Nintendo Wii Fit Plus balance and mobility games

Control intervention: conventional balance and mobility training

Outcomes

Balance, cognition and functional assessments

Starting date

Unknown

Contact information

Dr Maria Piemonte: [email protected]

Notes

Rand 2015

Trial name or title

Home‐based self training using video games: preliminary data from a randomised controlled trial

Methods

RCT

Participants

People following stroke 6‐36 months earlier

Interventions

Intervention: video game self‐training group using PS2 EyeToy, PS3 MOVE or Xbox Kinect

Control: self‐training program

Outcomes

Box and Block Test, ARAT, Functional Reach Test

Starting date

Contact information

[email protected]

Notes

Schuster‐Amft 2014

Trial name or title

Using mixed methods to evaluate efficacy and user expectations of a virtual reality based training system for upper limb recovery in patients after stroke: a study protocol for a randomised controlled trial

Methods

RCT

Participants

People after stroke

Interventions

Intervention: 16 YouGrabber training sessions

Control: 16 conventional therapy sessions

Outcomes

Primary outcome: Box and Block Test

Starting date

Unclear

Contact information

c.schuster@reha‐rhf.ch

Notes

NCT01774669

Sheehy 2016

Trial name or title

Virtual reality exercise for stroke rehabilitation in inpatients who are unable to stand

Methods

RCT

Participants

Stroke inpatients unable to stand

Interventions

VR: each participant will engage in 10‐12 sessions of 30‐50 min each of VR training (VRT) using Jintronix Rehabilitation Software and 3‐dimensional motion capture technology. A camera captures the movements of the participant and allows him or her to control an avatar, which interacts with the game. Exercises challenge sitting balance control, reaching and shifting the base of support; for example, controlling a ball as it rolls down a maze or reaching to put dishes away in a virtual kitchen. The difficulty of the games is monitored to maintain a challenge to sitting balance. The participant sits on a CONFORMat pressure mat which continuously monitors his or her centre of pressure to ensure that the participant is adequately challenged during the VRT

Control: each participant will engage in 10‐12 sessions of 30‐50 min each of VRT using Jintronix Rehabilitation Software and 3‐dimensional motion capture technology. A camera captures the movements of the participant and allows him or her to control an avatar, which interacts with the game. Control group exercises require limited hand and arm movements; for example, using an arm to move a fish along a simple pathway or using the arms to pop balloons without reaching. Control group participants are strapped into their chair to minimise trunk movement. The participant sits on a CONFORMat pressure mat which continuously monitors his or her centre during the VRT

Outcomes

Primary outcome: change in the Function in Sitting Test

Starting date

2014

Contact information

Dr Lisa Sheehy

[email protected]

Notes

RCT: randomised controlled trial
VR: virtual reality

Data and analyses

Open in table viewer
Comparison 1. Virtual reality versus conventional therapy: effect on upper limb function post intervention

Outcome or subgroup title

No. of studies

No. of participants

Statistical method

Effect size

1 Upper limb function post intervention (composite measure) Show forest plot

22

1038

Std. Mean Difference (IV, Fixed, 95% CI)

0.07 [‐0.05, 0.20]

Analysis 1.1

Comparison 1 Virtual reality versus conventional therapy: effect on upper limb function post intervention, Outcome 1 Upper limb function post intervention (composite measure).

Comparison 1 Virtual reality versus conventional therapy: effect on upper limb function post intervention, Outcome 1 Upper limb function post intervention (composite measure).

2 Upper limb function post intervention (Fugl Meyer) Show forest plot

16

599

Mean Difference (IV, Fixed, 95% CI)

2.85 [1.06, 4.65]

Analysis 1.2

Comparison 1 Virtual reality versus conventional therapy: effect on upper limb function post intervention, Outcome 2 Upper limb function post intervention (Fugl Meyer).

Comparison 1 Virtual reality versus conventional therapy: effect on upper limb function post intervention, Outcome 2 Upper limb function post intervention (Fugl Meyer).

3 Hand function post intervention (grip strength) Show forest plot

6

266

Std. Mean Difference (IV, Fixed, 95% CI)

‐0.02 [‐0.27, 0.22]

Analysis 1.3

Comparison 1 Virtual reality versus conventional therapy: effect on upper limb function post intervention, Outcome 3 Hand function post intervention (grip strength).

Comparison 1 Virtual reality versus conventional therapy: effect on upper limb function post intervention, Outcome 3 Hand function post intervention (grip strength).

4 Upper limb function post intervention: amount of use (subjective) Show forest plot

5

161

Std. Mean Difference (IV, Fixed, 95% CI)

‐0.11 [‐0.42, 0.21]

Analysis 1.4

Comparison 1 Virtual reality versus conventional therapy: effect on upper limb function post intervention, Outcome 4 Upper limb function post intervention: amount of use (subjective).

Comparison 1 Virtual reality versus conventional therapy: effect on upper limb function post intervention, Outcome 4 Upper limb function post intervention: amount of use (subjective).

5 Upper limb function at short term follow‐up (up to 3 months) Show forest plot

9

366

Std. Mean Difference (IV, Fixed, 95% CI)

0.11 [‐0.10, 0.32]

Analysis 1.5

Comparison 1 Virtual reality versus conventional therapy: effect on upper limb function post intervention, Outcome 5 Upper limb function at short term follow‐up (up to 3 months).

Comparison 1 Virtual reality versus conventional therapy: effect on upper limb function post intervention, Outcome 5 Upper limb function at short term follow‐up (up to 3 months).

Open in table viewer
Comparison 2. Virtual reality versus conventional therapy: upper limb function: subgroup analyses

Outcome or subgroup title

No. of studies

No. of participants

Statistical method

Effect size

1 Dose of intervention Show forest plot

22

1038

Std. Mean Difference (IV, Fixed, 95% CI)

0.07 [‐0.05, 0.20]

Analysis 2.1

Comparison 2 Virtual reality versus conventional therapy: upper limb function: subgroup analyses, Outcome 1 Dose of intervention.

Comparison 2 Virtual reality versus conventional therapy: upper limb function: subgroup analyses, Outcome 1 Dose of intervention.

1.1 Less than 15 hours of intervention

9

430

Std. Mean Difference (IV, Fixed, 95% CI)

‐0.01 [‐0.20, 0.18]

1.2 More than 15 hours of intervention

13

608

Std. Mean Difference (IV, Fixed, 95% CI)

0.13 [‐0.03, 0.29]

2 Time since onset of stroke Show forest plot

20

930

Std. Mean Difference (IV, Fixed, 95% CI)

0.04 [‐0.09, 0.17]

Analysis 2.2

Comparison 2 Virtual reality versus conventional therapy: upper limb function: subgroup analyses, Outcome 2 Time since onset of stroke.

Comparison 2 Virtual reality versus conventional therapy: upper limb function: subgroup analyses, Outcome 2 Time since onset of stroke.

2.1 Less than 6 months

7

555

Std. Mean Difference (IV, Fixed, 95% CI)

‐0.06 [‐0.23, 0.11]

2.2 More than 6 months

13

375

Std. Mean Difference (IV, Fixed, 95% CI)

0.19 [‐0.02, 0.39]

3 Specialised or gaming Show forest plot

22

1038

Std. Mean Difference (IV, Fixed, 95% CI)

0.07 [‐0.05, 0.20]

Analysis 2.3

Comparison 2 Virtual reality versus conventional therapy: upper limb function: subgroup analyses, Outcome 3 Specialised or gaming.

Comparison 2 Virtual reality versus conventional therapy: upper limb function: subgroup analyses, Outcome 3 Specialised or gaming.

3.1 Specialised

15

506

Std. Mean Difference (IV, Fixed, 95% CI)

0.17 [‐0.00, 0.35]

3.2 Gaming

7

532

Std. Mean Difference (IV, Fixed, 95% CI)

‐0.02 [‐0.20, 0.15]

4 Severity of impairment Show forest plot

21

998

Std. Mean Difference (IV, Fixed, 95% CI)

0.07 [‐0.06, 0.19]

Analysis 2.4

Comparison 2 Virtual reality versus conventional therapy: upper limb function: subgroup analyses, Outcome 4 Severity of impairment.

Comparison 2 Virtual reality versus conventional therapy: upper limb function: subgroup analyses, Outcome 4 Severity of impairment.

4.1 Mild to moderate impairment

13

678

Std. Mean Difference (IV, Fixed, 95% CI)

0.10 [‐0.06, 0.25]

4.2 Moderate to severe impairment

8

320

Std. Mean Difference (IV, Fixed, 95% CI)

0.01 [‐0.22, 0.23]

Open in table viewer
Comparison 3. Additional virtual reality intervention: effect on upper limb function post intervention

Outcome or subgroup title

No. of studies

No. of participants

Statistical method

Effect size

1 Upper limb function (composite measure) Show forest plot

10

210

Std. Mean Difference (IV, Fixed, 95% CI)

0.49 [0.21, 0.77]

Analysis 3.1

Comparison 3 Additional virtual reality intervention: effect on upper limb function post intervention, Outcome 1 Upper limb function (composite measure).

Comparison 3 Additional virtual reality intervention: effect on upper limb function post intervention, Outcome 1 Upper limb function (composite measure).

Open in table viewer
Comparison 4. Additional virtual reality intervention: effect on upper limb function post intervention: subgroup analyses

Outcome or subgroup title

No. of studies

No. of participants

Statistical method

Effect size

1 Dose of intervention Show forest plot

10

210

Std. Mean Difference (IV, Fixed, 95% CI)

0.49 [0.21, 0.77]

Analysis 4.1

Comparison 4 Additional virtual reality intervention: effect on upper limb function post intervention: subgroup analyses, Outcome 1 Dose of intervention.

Comparison 4 Additional virtual reality intervention: effect on upper limb function post intervention: subgroup analyses, Outcome 1 Dose of intervention.

1.1 Less than 15 hours of intervention

7

153

Std. Mean Difference (IV, Fixed, 95% CI)

0.47 [0.14, 0.80]

1.2 More than 15 hours of intervention

3

57

Std. Mean Difference (IV, Fixed, 95% CI)

0.54 [0.00, 1.07]

2 Time since onset of stroke Show forest plot

9

181

Std. Mean Difference (IV, Fixed, 95% CI)

0.44 [0.14, 0.74]

Analysis 4.2

Comparison 4 Additional virtual reality intervention: effect on upper limb function post intervention: subgroup analyses, Outcome 2 Time since onset of stroke.

Comparison 4 Additional virtual reality intervention: effect on upper limb function post intervention: subgroup analyses, Outcome 2 Time since onset of stroke.

2.1 Less than 6 months

5

102

Std. Mean Difference (IV, Fixed, 95% CI)

0.28 [‐0.12, 0.67]

2.2 More than 6 months

4

79

Std. Mean Difference (IV, Fixed, 95% CI)

0.65 [0.19, 1.11]

3 Specialised or gaming Show forest plot

10

210

Std. Mean Difference (IV, Fixed, 95% CI)

0.49 [0.21, 0.77]

Analysis 4.3

Comparison 4 Additional virtual reality intervention: effect on upper limb function post intervention: subgroup analyses, Outcome 3 Specialised or gaming.

Comparison 4 Additional virtual reality intervention: effect on upper limb function post intervention: subgroup analyses, Outcome 3 Specialised or gaming.

3.1 Specialised

7

139

Std. Mean Difference (IV, Fixed, 95% CI)

0.40 [0.06, 0.75]

3.2 Gaming

3

71

Std. Mean Difference (IV, Fixed, 95% CI)

0.67 [0.18, 1.15]

Open in table viewer
Comparison 5. Virtual reality versus conventional therapy: effect on lower limb activity post intervention

Outcome or subgroup title

No. of studies

No. of participants

Statistical method

Effect size

1 Gait speed Show forest plot

6

139

Mean Difference (IV, Fixed, 95% CI)

0.09 [‐0.04, 0.22]

Analysis 5.1

Comparison 5 Virtual reality versus conventional therapy: effect on lower limb activity post intervention, Outcome 1 Gait speed.

Comparison 5 Virtual reality versus conventional therapy: effect on lower limb activity post intervention, Outcome 1 Gait speed.

2 Timed Up and Go Test Show forest plot

3

89

Mean Difference (IV, Fixed, 95% CI)

‐1.76 [‐4.67, 1.16]

Analysis 5.2

Comparison 5 Virtual reality versus conventional therapy: effect on lower limb activity post intervention, Outcome 2 Timed Up and Go Test.

Comparison 5 Virtual reality versus conventional therapy: effect on lower limb activity post intervention, Outcome 2 Timed Up and Go Test.

3 Balance Show forest plot

3

72

Std. Mean Difference (IV, Fixed, 95% CI)

0.39 [‐0.09, 0.86]

Analysis 5.3

Comparison 5 Virtual reality versus conventional therapy: effect on lower limb activity post intervention, Outcome 3 Balance.

Comparison 5 Virtual reality versus conventional therapy: effect on lower limb activity post intervention, Outcome 3 Balance.

Open in table viewer
Comparison 6. Virtual reality versus conventional therapy: effect on lower limb activity post intervention: subgroup analyses

Outcome or subgroup title

No. of studies

No. of participants

Statistical method

Effect size

1 Dose of intervention: effect on gait speed Show forest plot

6

139

Mean Difference (IV, Fixed, 95% CI)

0.09 [‐0.04, 0.22]

Analysis 6.1

Comparison 6 Virtual reality versus conventional therapy: effect on lower limb activity post intervention: subgroup analyses, Outcome 1 Dose of intervention: effect on gait speed.

Comparison 6 Virtual reality versus conventional therapy: effect on lower limb activity post intervention: subgroup analyses, Outcome 1 Dose of intervention: effect on gait speed.

1.1 Less than 10 hours of intervention

2

40

Mean Difference (IV, Fixed, 95% CI)

0.01 [‐0.22, 0.24]

1.2 More than 10 hours of intervention

4

99

Mean Difference (IV, Fixed, 95% CI)

0.12 [‐0.03, 0.28]

Open in table viewer
Comparison 7. Additional virtual reality intervention: effect on lower limb activity post intervention

Outcome or subgroup title

No. of studies

No. of participants

Statistical method

Effect size

1 Gait speed Show forest plot

3

57

Mean Difference (IV, Fixed, 95% CI)

0.08 [‐0.05, 0.21]

Analysis 7.1

Comparison 7 Additional virtual reality intervention: effect on lower limb activity post intervention, Outcome 1 Gait speed.

Comparison 7 Additional virtual reality intervention: effect on lower limb activity post intervention, Outcome 1 Gait speed.

2 Functional mobility (Timed Up and Go) Show forest plot

3

93

Mean Difference (IV, Fixed, 95% CI)

‐4.76 [‐8.91, ‐0.61]

Analysis 7.2

Comparison 7 Additional virtual reality intervention: effect on lower limb activity post intervention, Outcome 2 Functional mobility (Timed Up and Go).

Comparison 7 Additional virtual reality intervention: effect on lower limb activity post intervention, Outcome 2 Functional mobility (Timed Up and Go).

3 Balance Show forest plot

7

173

Std. Mean Difference (IV, Fixed, 95% CI)

0.59 [0.28, 0.90]

Analysis 7.3

Comparison 7 Additional virtual reality intervention: effect on lower limb activity post intervention, Outcome 3 Balance.

Comparison 7 Additional virtual reality intervention: effect on lower limb activity post intervention, Outcome 3 Balance.

Open in table viewer
Comparison 8. Additional virtual reality intervention: effect on global motor function post intervention

Outcome or subgroup title

No. of studies

No. of participants

Statistical method

Effect size

1 Global motor function Show forest plot

3

43

Std. Mean Difference (IV, Fixed, 95% CI)

0.01 [‐0.60, 0.61]

Analysis 8.1

Comparison 8 Additional virtual reality intervention: effect on global motor function post intervention, Outcome 1 Global motor function.

Comparison 8 Additional virtual reality intervention: effect on global motor function post intervention, Outcome 1 Global motor function.

Open in table viewer
Comparison 9. Virtual reality versus conventional therapy: effect on activity limitation

Outcome or subgroup title

No. of studies

No. of participants

Statistical method

Effect size

1 ADL outcome Show forest plot

10

466

Std. Mean Difference (IV, Fixed, 95% CI)

0.25 [0.06, 0.43]

Analysis 9.1

Comparison 9 Virtual reality versus conventional therapy: effect on activity limitation, Outcome 1 ADL outcome.

Comparison 9 Virtual reality versus conventional therapy: effect on activity limitation, Outcome 1 ADL outcome.

Open in table viewer
Comparison 10. Additional virtual reality intervention: effect on activity limitation

Outcome or subgroup title

No. of studies

No. of participants

Statistical method

Effect size

1 ADL outcome Show forest plot

8

153

Std. Mean Difference (IV, Fixed, 95% CI)

0.44 [0.11, 0.76]

Analysis 10.1

Comparison 10 Additional virtual reality intervention: effect on activity limitation, Outcome 1 ADL outcome.

Comparison 10 Additional virtual reality intervention: effect on activity limitation, Outcome 1 ADL outcome.

Study flow diagram
Figures and Tables -
Figure 1

Study flow diagram

Methodological quality summary: review authors' judgements about each methodological quality item for each included study
Figures and Tables -
Figure 2

Methodological quality summary: review authors' judgements about each methodological quality item for each included study

Methodological quality graph: review authors' judgements about each methodological quality item presented as percentages across all included studies
Figures and Tables -
Figure 3

Methodological quality graph: review authors' judgements about each methodological quality item presented as percentages across all included studies

Comparison 1 Virtual reality versus conventional therapy: effect on upper limb function post intervention, Outcome 1 Upper limb function post intervention (composite measure).
Figures and Tables -
Analysis 1.1

Comparison 1 Virtual reality versus conventional therapy: effect on upper limb function post intervention, Outcome 1 Upper limb function post intervention (composite measure).

Comparison 1 Virtual reality versus conventional therapy: effect on upper limb function post intervention, Outcome 2 Upper limb function post intervention (Fugl Meyer).
Figures and Tables -
Analysis 1.2

Comparison 1 Virtual reality versus conventional therapy: effect on upper limb function post intervention, Outcome 2 Upper limb function post intervention (Fugl Meyer).

Comparison 1 Virtual reality versus conventional therapy: effect on upper limb function post intervention, Outcome 3 Hand function post intervention (grip strength).
Figures and Tables -
Analysis 1.3

Comparison 1 Virtual reality versus conventional therapy: effect on upper limb function post intervention, Outcome 3 Hand function post intervention (grip strength).

Comparison 1 Virtual reality versus conventional therapy: effect on upper limb function post intervention, Outcome 4 Upper limb function post intervention: amount of use (subjective).
Figures and Tables -
Analysis 1.4

Comparison 1 Virtual reality versus conventional therapy: effect on upper limb function post intervention, Outcome 4 Upper limb function post intervention: amount of use (subjective).

Comparison 1 Virtual reality versus conventional therapy: effect on upper limb function post intervention, Outcome 5 Upper limb function at short term follow‐up (up to 3 months).
Figures and Tables -
Analysis 1.5

Comparison 1 Virtual reality versus conventional therapy: effect on upper limb function post intervention, Outcome 5 Upper limb function at short term follow‐up (up to 3 months).

Comparison 2 Virtual reality versus conventional therapy: upper limb function: subgroup analyses, Outcome 1 Dose of intervention.
Figures and Tables -
Analysis 2.1

Comparison 2 Virtual reality versus conventional therapy: upper limb function: subgroup analyses, Outcome 1 Dose of intervention.

Comparison 2 Virtual reality versus conventional therapy: upper limb function: subgroup analyses, Outcome 2 Time since onset of stroke.
Figures and Tables -
Analysis 2.2

Comparison 2 Virtual reality versus conventional therapy: upper limb function: subgroup analyses, Outcome 2 Time since onset of stroke.

Comparison 2 Virtual reality versus conventional therapy: upper limb function: subgroup analyses, Outcome 3 Specialised or gaming.
Figures and Tables -
Analysis 2.3

Comparison 2 Virtual reality versus conventional therapy: upper limb function: subgroup analyses, Outcome 3 Specialised or gaming.

Comparison 2 Virtual reality versus conventional therapy: upper limb function: subgroup analyses, Outcome 4 Severity of impairment.
Figures and Tables -
Analysis 2.4

Comparison 2 Virtual reality versus conventional therapy: upper limb function: subgroup analyses, Outcome 4 Severity of impairment.

Comparison 3 Additional virtual reality intervention: effect on upper limb function post intervention, Outcome 1 Upper limb function (composite measure).
Figures and Tables -
Analysis 3.1

Comparison 3 Additional virtual reality intervention: effect on upper limb function post intervention, Outcome 1 Upper limb function (composite measure).

Comparison 4 Additional virtual reality intervention: effect on upper limb function post intervention: subgroup analyses, Outcome 1 Dose of intervention.
Figures and Tables -
Analysis 4.1

Comparison 4 Additional virtual reality intervention: effect on upper limb function post intervention: subgroup analyses, Outcome 1 Dose of intervention.

Comparison 4 Additional virtual reality intervention: effect on upper limb function post intervention: subgroup analyses, Outcome 2 Time since onset of stroke.
Figures and Tables -
Analysis 4.2

Comparison 4 Additional virtual reality intervention: effect on upper limb function post intervention: subgroup analyses, Outcome 2 Time since onset of stroke.

Comparison 4 Additional virtual reality intervention: effect on upper limb function post intervention: subgroup analyses, Outcome 3 Specialised or gaming.
Figures and Tables -
Analysis 4.3

Comparison 4 Additional virtual reality intervention: effect on upper limb function post intervention: subgroup analyses, Outcome 3 Specialised or gaming.

Comparison 5 Virtual reality versus conventional therapy: effect on lower limb activity post intervention, Outcome 1 Gait speed.
Figures and Tables -
Analysis 5.1

Comparison 5 Virtual reality versus conventional therapy: effect on lower limb activity post intervention, Outcome 1 Gait speed.

Comparison 5 Virtual reality versus conventional therapy: effect on lower limb activity post intervention, Outcome 2 Timed Up and Go Test.
Figures and Tables -
Analysis 5.2

Comparison 5 Virtual reality versus conventional therapy: effect on lower limb activity post intervention, Outcome 2 Timed Up and Go Test.

Comparison 5 Virtual reality versus conventional therapy: effect on lower limb activity post intervention, Outcome 3 Balance.
Figures and Tables -
Analysis 5.3

Comparison 5 Virtual reality versus conventional therapy: effect on lower limb activity post intervention, Outcome 3 Balance.

Comparison 6 Virtual reality versus conventional therapy: effect on lower limb activity post intervention: subgroup analyses, Outcome 1 Dose of intervention: effect on gait speed.
Figures and Tables -
Analysis 6.1

Comparison 6 Virtual reality versus conventional therapy: effect on lower limb activity post intervention: subgroup analyses, Outcome 1 Dose of intervention: effect on gait speed.

Comparison 7 Additional virtual reality intervention: effect on lower limb activity post intervention, Outcome 1 Gait speed.
Figures and Tables -
Analysis 7.1

Comparison 7 Additional virtual reality intervention: effect on lower limb activity post intervention, Outcome 1 Gait speed.

Comparison 7 Additional virtual reality intervention: effect on lower limb activity post intervention, Outcome 2 Functional mobility (Timed Up and Go).
Figures and Tables -
Analysis 7.2

Comparison 7 Additional virtual reality intervention: effect on lower limb activity post intervention, Outcome 2 Functional mobility (Timed Up and Go).

Comparison 7 Additional virtual reality intervention: effect on lower limb activity post intervention, Outcome 3 Balance.
Figures and Tables -
Analysis 7.3

Comparison 7 Additional virtual reality intervention: effect on lower limb activity post intervention, Outcome 3 Balance.

Comparison 8 Additional virtual reality intervention: effect on global motor function post intervention, Outcome 1 Global motor function.
Figures and Tables -
Analysis 8.1

Comparison 8 Additional virtual reality intervention: effect on global motor function post intervention, Outcome 1 Global motor function.

Comparison 9 Virtual reality versus conventional therapy: effect on activity limitation, Outcome 1 ADL outcome.
Figures and Tables -
Analysis 9.1

Comparison 9 Virtual reality versus conventional therapy: effect on activity limitation, Outcome 1 ADL outcome.

Comparison 10 Additional virtual reality intervention: effect on activity limitation, Outcome 1 ADL outcome.
Figures and Tables -
Analysis 10.1

Comparison 10 Additional virtual reality intervention: effect on activity limitation, Outcome 1 ADL outcome.

Summary of findings for the main comparison. Virtual reality compared to conventional therapy for stroke rehabilitation

Virtual reality compared to conventional therapy for stroke rehabilitation

Patient or population: people receiving stroke rehabilitation
Settings: hospital, clinic or home
Intervention: virtual reality

Comparison: conventional therapy

Outcomes

Illustrative comparative risks* (95% CI)

Relative effect
(95% CI)

No of participants
(studies)

Quality of the evidence
(GRADE)

Comments

Assumed risk

Corresponding risk

Control

Virtual reality

Upper limb function

Same dose of conventional therapy

The mean upper limb function in the intervention groups was
0.07 standard deviations higher
(‐0.05 to 0.20 higher)

1038
(22 studies)

⊕⊕⊝⊝
low1,2,3

No statistically significant difference between groups

Quality of life

Same dose of conventional therapy

No significant benefit found on total score of the SF‐36

300

(3 studies)

⊕⊕⊝⊝

low1,2,4

Studies could not be pooled. None of the 3 studies found significant differences between groups in total score. 2 studies reported significant differences in domains of the SF36

Gait speed

Same dose of conventional therapy

The mean gait speed in the intervention groups was
0.09 metres per second faster
(0.04 lower to 0.22 higher)

139
(6 studies)

⊕⊕⊝⊝
low1,3,4

No statistically significant difference between groups

ADL outcome

Same dose of conventional therapy

The mean ADL outcome in the intervention groups was
0.25 standard deviations higher
(0.06 to 0.43 higher)

466
(10 studies)

⊕⊕⊕⊝
moderate1

Small effect in favour of those receiving virtual reality intervention

ADL: activities of daily living; CI: confidence interval

GRADE Working Group grades of evidence

High quality: we are very confident that the true effect lies close to that of the estimate of the effect

Moderate quality: we are moderately confident in the effect estimate; the true effect is likely to be close to the estimate of effect, but there is a possibility that it is substantially different

Low quality: our confidence in the effect estimate is limited; the true effect may be substantially different from the estimate of the effect

Very low quality: we have very little confidence in the effect estimate; the true effect is likely to be substantially different from the estimate of effect

1Risk of bias was unclear in a number of studies.
2Downgraded by 1 due to inconsistency in findings across studies.
3Surrogate outcome.
4Small total population size (< 400).

Figures and Tables -
Summary of findings for the main comparison. Virtual reality compared to conventional therapy for stroke rehabilitation
Summary of findings 2. Virtual reality plus usual care compared with usual care alone

Virtual reality intervention compared with usual care (thus provided as additional therapy) for stroke rehabilitation

Patient or population: people receiving stroke rehabilitation

Settings: hospital, clinic or home

Intervention: virtual reality provided in addition to usual care

Comparison: usual care

Outcomes

Illustrative comparative risks* (95% CI)

Relative effect
(95% CI)

No of participants
(studies)

Quality of the evidence
(GRADE)

Comments

Assumed risk

Corresponding risk

Control

Virtual reality (provided in addition to usual care)

Upper limb function

Usual care

The SMD in the intervention groups was 0.49 standard deviations higher (0.21 to 0.77)

210

(10 studies)

⊕⊕⊝⊝
low1,3,4

Moderate effect in favour of providing virtual reality intervention in addition to usual care

Quality of life ‐ not measured in any of the studies

Not measured in the studies

Gait speed

Usual care

The mean difference in the intervention groups was
0.08 metres per second faster (‐0.05 to 0.21)

57

(3 studies)

⊕⊕⊝⊝
low1,3,4

No statistically significant difference between groups

Global motor function

Usual care

The SMD in the intervention groups was
0.01 standard deviations higher (‐0.60 to 0.61)

43

(3 studies)

⊕⊕⊝⊝
low1,3,4

No statistically significant difference between groups

ADL outcome

Usual care

The SMD in the intervention groups was 0.44 standard deviations higher (0.11 to 0.76)

153

(8 studies)

⊕⊕⊝⊝
low1,3,4

Small to moderate effect in favour of virtual reality intervention

*The basis for the assumed risk (e.g. the median control group risk across studies) is provided in footnotes. The corresponding risk (and its 95% confidence interval) is based on the assumed risk in the comparison group and the relative effect of the intervention (and its 95% CI).

ADL: activities of daily living; CI: confidence interval; MD: mean difference; RR: risk ratio; SMD: standardised mean difference

GRADE Working Group grades of evidence

High quality: we are very confident that the true effect lies close to that of the estimate of the effect

Moderate quality: we are moderately confident in the effect estimate; the true effect is likely to be close to the estimate of effect, but there is a possibility that it is substantially different

Low quality: our confidence in the effect estimate is limited; the true effect may be substantially different from the estimate of the effect

Very low quality: we have very little confidence in the effect estimate; the true effect is likely to be substantially different from the estimate of effect

1Risk of bias was unclear in a number of studies.
2Downgraded by 1 due to inconsistency in findings across studies.
3Surrogate outcome.
4Small total population size (< 400).

Figures and Tables -
Summary of findings 2. Virtual reality plus usual care compared with usual care alone
Table 1. Outcome measures used from the included trials

Author and year

Upper limb function

Hand function

Lower limb activity

Balance and postural control

Global motor function

Cognitive function

Activity limitation

Participation restriction and QOL

Adie 2017

Action Research Arm Test,

Motor Activity Log Arm Function Test

Modified Rankin Scale

Stroke Impact Scale,

EQ5D, Canadian Occupational Performance Measure

Akinwuntan 2005

Useful Field of View test

On‐road driving test score, decision of fitness to drive

Barcala 2013

Timed Up and Go

Berg Balance Scale, centre of pressure data, body symmetry data

Functional Independence Measure

Bower 2015

6‐minute walk test, step test

Functional reach

Motor Assessment Scale

Functional Independence Measure (transfers, mobility, stairs)

Byl 2013

Fugl Meyer UE Scale, Motor Proficiency Speed (abbreviated Wolf Motor Function test + Digital reaction time test)

Motor skill performance (Box and Block and tapper test)

Functional Independence (CAFE40)

Cho 2012

Wolf Motor Function Test

Motor Free Visual Perception Test

Chow 2013

10‐m walk test

Berg Balance Scale

Modified Barthel Index

Crosbie 2008

Action Research Arm Test, Upper Limb Motricity Index

da Silva Ribeiro 2015

Fugl Meyer

Dynamic Gait Index

SF36

da Silva Cameirao 2011

Fugl Meyer UE, Chedoke Arm and Hand Inventory

Barthel Index

Fan 2014

Jebsen Taylor Hand Function Test

Stroke Impact Scale

Galvao 2015

Fugl Meyer, Motor Activity Log

Givon 2016

Action Research Arm Test

Grip strength

10‐m walk test

Han 2013

Berg Balance Scale

Modified Barthel Index

Housman 2009

Fugl Meyer UE Scale, Rancho Functional Test,

Motor Activity Log (amount of use and quality of movement)

Grip strength (kg)

Hung 2014

Timed Up and Go Test

Forward Reach Test

Falls Efficacy Scale International

Jaffe 2004

6‐m walk test, Obstacle Test, 6‐minute walk test

Customised balance test designed by the researchers

Jang 2005

Fugl Meyer UE Scale, Manual Function Test, Motor Activity Log (amount of use and quality of movement)

Box and Block Test

Jannink 2008

Jung 2012

Timed Up and Go

Kang 2009

Mini Mental State Examination

Modified Barthel Index

Kim 2009

10‐m walk test, GAIT‐RITE gait analysis system

Berg Balance Scale, balance performance monitor

Modified Motor Assessment Scale

Kim 2011a

Motricity Index

Motricity Index

Computerised neuropsychological test and Tower of London test

Korean Modified Barthel Index

Kim 2011b

Measures of spatial neglect (star cancellation, line bisection test, Catherine Bergego Scale)

Korean Modified Barthel Index

Kim 2012a

Postural assessment scale

Modified Motor Assessment Scale

Functional Independence Measure

Kiper 2011

Fugl Meyer UE

Functional Independence Measure

Klamroth‐Marganska 2014

Fugl Meyer UE, Wolf Motor Function Test, Motor Activity Log (quality of movement)

Stroke Impact Scale, Goal attainment scale

Ko 2015

Timed Up and Go Test

Berg Balance Scale

Kong 2014

Fugl Meyer, Action Research Arm Test

Functional Independence Measure

Stroke Impact Scale

Kwon 2012

Fugl Meyer UE, Manual Function Test

Korean Modified Barthel Index

Lam 2006

Lee 2013

Functional Reach Test

Lee 2014a

Timed Up and Go Test

Berg Balance Scale

Lee 2015a

Functional Reach Test

Lee 2015b

Levin 2012

Fugl Meyer UE Scale, Reach Performance Scale for Stroke, Box and Blocks Test, Wolf Motor Function Test, Motor Activity Log

Linder 2015

Stroke Impact Scale

Llorens 2015

Tinetti Performance Oriented Mobility Assessment, 10‐m walk test

Berg Balance Scale, Brunel Balance Assessment

Low 2012

Fugl Meyer UE Scale, Action Research Arm Test

Gait speed

Berg Balance Scale

Functional Independence Measure

Manlapaz 2010

Fugl Meyer UE Scale

Motor Assessment Scale

Mao 2015

Gait analysis (gaitlab assessment)

Matsuo 2013

Fugl Meyer UE, Wolf Motor Function Test, Box and Block Test, Motor Activity Log

Mazer 2005

DriveAble Testing Ltd Driver Evaluation

McNulty 2015

Wolf Motor Function Test timed tasks and strength subtests, Motor Activity Log QOM scale, Fugl Meyer, Box and Block Test

Mirelman 2008

Gait speed over 7‐metre walkway, 6‐minute walk test, Patient Activity Monitor

Morone 2014

10‐m walk test

Berg Balance Scale

Barthel Index

Functional Ambulation Category

Nara 2015

Static balance ability

Piron 2007

Fugl Meyer UE Scale

Functional Independence Measure

Piron 2009

Fugl Meyer UE Scale, Abilhand Scale

Piron 2010

Fugl Meyer UE Scale

Functional Independence Measure

Prange 2015

Fugl Meyer UE, Stroke Upper Limb Capacity Sclae

Rajaratnam 2013

Timed Up and Go

Berg Balance Scale, functional reach, centre of pressure

Reinkensmeyer 2012

Fugl Meyer UE, Ranchos Functional Test for UE, Motor Activity Log, Box and Blocks Test

Grip strength

Saposnik 2010

Abbreviated Wolf Motor Function Test

Box and Block Test, grip strength (kg)

Stroke Impact Scale (hand function, composite function, perception of recovery)

Saposnik 2016

Abbreviated Wolf Motor Function Test, Box and Block Test

Grip strength

Functional Independence Measure, Barthel Index, Modified Rankin Scale

Stroke Impact Scale

Shin 2014

Fugl Meyer UE

Modified Barthel Index

Shin 2015

Fugl Meyer UE

SF36

Sin 2013

Fugl Meyer UE, Box and Block Test

Song 2015

Timed Up and Go Test, 10‐minute walk test

Balance (Biofeedback system)

Standen 2011

Wolf Motor Function Test, Motor Activity Log, Nine Hole Peg Test

Nottingham Extended Activities of Daily Living Scale

Subramanian 2013

Fugl Meyer UE, Wolf Motor Function test, Reaching performance scale for stroke, Motor Activity Log

Sucar 2009

Fugl Meyer UE Scale, Upper Limb Motricity Index

Thielbar 2014

Action Research Arm Test, Jebsen Taylor Hand Function Test, Fugl Meyer UE

Grip strength

Ucar 2014

Timed walking speed test, Timed Up and Go

Mini Mental State Examination

Functional Ambulation Category

Xiang 2014

10‐m walking speed, Fugl Meyer (LE)

Brunel Balance Assessment

Yang 2008

Walking speed, Community Walk Test

Walking Ability Questionnaire, Activities Specific Balance Confidence Scale

Yang 2011

Gait analysis data

Balance analysis data

Yavuzer 2008

Brunnstrom Upper Extremity Stages

Brunnstrom Hand Stages

Functional Independence Measure self‐care section

Yin 2014

Fugl Meyer, Action Research Arm Test, Motor Activity Log

Functional Independence Measure

You 2005

Functional ambulation category

Modified Motor Assessment Scale

Zucconi 2012

Fugl Meyer UE, Reaching performance scale

Functional Independence Measure

fMRI: functional magnetic resonance imaging
QOL: quality of life
UE: upper extremity

Figures and Tables -
Table 1. Outcome measures used from the included trials
Comparison 1. Virtual reality versus conventional therapy: effect on upper limb function post intervention

Outcome or subgroup title

No. of studies

No. of participants

Statistical method

Effect size

1 Upper limb function post intervention (composite measure) Show forest plot

22

1038

Std. Mean Difference (IV, Fixed, 95% CI)

0.07 [‐0.05, 0.20]

2 Upper limb function post intervention (Fugl Meyer) Show forest plot

16

599

Mean Difference (IV, Fixed, 95% CI)

2.85 [1.06, 4.65]

3 Hand function post intervention (grip strength) Show forest plot

6

266

Std. Mean Difference (IV, Fixed, 95% CI)

‐0.02 [‐0.27, 0.22]

4 Upper limb function post intervention: amount of use (subjective) Show forest plot

5

161

Std. Mean Difference (IV, Fixed, 95% CI)

‐0.11 [‐0.42, 0.21]

5 Upper limb function at short term follow‐up (up to 3 months) Show forest plot

9

366

Std. Mean Difference (IV, Fixed, 95% CI)

0.11 [‐0.10, 0.32]

Figures and Tables -
Comparison 1. Virtual reality versus conventional therapy: effect on upper limb function post intervention
Comparison 2. Virtual reality versus conventional therapy: upper limb function: subgroup analyses

Outcome or subgroup title

No. of studies

No. of participants

Statistical method

Effect size

1 Dose of intervention Show forest plot

22

1038

Std. Mean Difference (IV, Fixed, 95% CI)

0.07 [‐0.05, 0.20]

1.1 Less than 15 hours of intervention

9

430

Std. Mean Difference (IV, Fixed, 95% CI)

‐0.01 [‐0.20, 0.18]

1.2 More than 15 hours of intervention

13

608

Std. Mean Difference (IV, Fixed, 95% CI)

0.13 [‐0.03, 0.29]

2 Time since onset of stroke Show forest plot

20

930

Std. Mean Difference (IV, Fixed, 95% CI)

0.04 [‐0.09, 0.17]

2.1 Less than 6 months

7

555

Std. Mean Difference (IV, Fixed, 95% CI)

‐0.06 [‐0.23, 0.11]

2.2 More than 6 months

13

375

Std. Mean Difference (IV, Fixed, 95% CI)

0.19 [‐0.02, 0.39]

3 Specialised or gaming Show forest plot

22

1038

Std. Mean Difference (IV, Fixed, 95% CI)

0.07 [‐0.05, 0.20]

3.1 Specialised

15

506

Std. Mean Difference (IV, Fixed, 95% CI)

0.17 [‐0.00, 0.35]

3.2 Gaming

7

532

Std. Mean Difference (IV, Fixed, 95% CI)

‐0.02 [‐0.20, 0.15]

4 Severity of impairment Show forest plot

21

998

Std. Mean Difference (IV, Fixed, 95% CI)

0.07 [‐0.06, 0.19]

4.1 Mild to moderate impairment

13

678

Std. Mean Difference (IV, Fixed, 95% CI)

0.10 [‐0.06, 0.25]

4.2 Moderate to severe impairment

8

320

Std. Mean Difference (IV, Fixed, 95% CI)

0.01 [‐0.22, 0.23]

Figures and Tables -
Comparison 2. Virtual reality versus conventional therapy: upper limb function: subgroup analyses
Comparison 3. Additional virtual reality intervention: effect on upper limb function post intervention

Outcome or subgroup title

No. of studies

No. of participants

Statistical method

Effect size

1 Upper limb function (composite measure) Show forest plot

10

210

Std. Mean Difference (IV, Fixed, 95% CI)

0.49 [0.21, 0.77]

Figures and Tables -
Comparison 3. Additional virtual reality intervention: effect on upper limb function post intervention
Comparison 4. Additional virtual reality intervention: effect on upper limb function post intervention: subgroup analyses

Outcome or subgroup title

No. of studies

No. of participants

Statistical method

Effect size

1 Dose of intervention Show forest plot

10

210

Std. Mean Difference (IV, Fixed, 95% CI)

0.49 [0.21, 0.77]

1.1 Less than 15 hours of intervention

7

153

Std. Mean Difference (IV, Fixed, 95% CI)

0.47 [0.14, 0.80]

1.2 More than 15 hours of intervention

3

57

Std. Mean Difference (IV, Fixed, 95% CI)

0.54 [0.00, 1.07]

2 Time since onset of stroke Show forest plot

9

181

Std. Mean Difference (IV, Fixed, 95% CI)

0.44 [0.14, 0.74]

2.1 Less than 6 months

5

102

Std. Mean Difference (IV, Fixed, 95% CI)

0.28 [‐0.12, 0.67]

2.2 More than 6 months

4

79

Std. Mean Difference (IV, Fixed, 95% CI)

0.65 [0.19, 1.11]

3 Specialised or gaming Show forest plot

10

210

Std. Mean Difference (IV, Fixed, 95% CI)

0.49 [0.21, 0.77]

3.1 Specialised

7

139

Std. Mean Difference (IV, Fixed, 95% CI)

0.40 [0.06, 0.75]

3.2 Gaming

3

71

Std. Mean Difference (IV, Fixed, 95% CI)

0.67 [0.18, 1.15]

Figures and Tables -
Comparison 4. Additional virtual reality intervention: effect on upper limb function post intervention: subgroup analyses
Comparison 5. Virtual reality versus conventional therapy: effect on lower limb activity post intervention

Outcome or subgroup title

No. of studies

No. of participants

Statistical method

Effect size

1 Gait speed Show forest plot

6

139

Mean Difference (IV, Fixed, 95% CI)

0.09 [‐0.04, 0.22]

2 Timed Up and Go Test Show forest plot

3

89

Mean Difference (IV, Fixed, 95% CI)

‐1.76 [‐4.67, 1.16]

3 Balance Show forest plot

3

72

Std. Mean Difference (IV, Fixed, 95% CI)

0.39 [‐0.09, 0.86]

Figures and Tables -
Comparison 5. Virtual reality versus conventional therapy: effect on lower limb activity post intervention
Comparison 6. Virtual reality versus conventional therapy: effect on lower limb activity post intervention: subgroup analyses

Outcome or subgroup title

No. of studies

No. of participants

Statistical method

Effect size

1 Dose of intervention: effect on gait speed Show forest plot

6

139

Mean Difference (IV, Fixed, 95% CI)

0.09 [‐0.04, 0.22]

1.1 Less than 10 hours of intervention

2

40

Mean Difference (IV, Fixed, 95% CI)

0.01 [‐0.22, 0.24]

1.2 More than 10 hours of intervention

4

99

Mean Difference (IV, Fixed, 95% CI)

0.12 [‐0.03, 0.28]

Figures and Tables -
Comparison 6. Virtual reality versus conventional therapy: effect on lower limb activity post intervention: subgroup analyses
Comparison 7. Additional virtual reality intervention: effect on lower limb activity post intervention

Outcome or subgroup title

No. of studies

No. of participants

Statistical method

Effect size

1 Gait speed Show forest plot

3

57

Mean Difference (IV, Fixed, 95% CI)

0.08 [‐0.05, 0.21]

2 Functional mobility (Timed Up and Go) Show forest plot

3

93

Mean Difference (IV, Fixed, 95% CI)

‐4.76 [‐8.91, ‐0.61]

3 Balance Show forest plot

7

173

Std. Mean Difference (IV, Fixed, 95% CI)

0.59 [0.28, 0.90]

Figures and Tables -
Comparison 7. Additional virtual reality intervention: effect on lower limb activity post intervention
Comparison 8. Additional virtual reality intervention: effect on global motor function post intervention

Outcome or subgroup title

No. of studies

No. of participants

Statistical method

Effect size

1 Global motor function Show forest plot

3

43

Std. Mean Difference (IV, Fixed, 95% CI)

0.01 [‐0.60, 0.61]

Figures and Tables -
Comparison 8. Additional virtual reality intervention: effect on global motor function post intervention
Comparison 9. Virtual reality versus conventional therapy: effect on activity limitation

Outcome or subgroup title

No. of studies

No. of participants

Statistical method

Effect size

1 ADL outcome Show forest plot

10

466

Std. Mean Difference (IV, Fixed, 95% CI)

0.25 [0.06, 0.43]

Figures and Tables -
Comparison 9. Virtual reality versus conventional therapy: effect on activity limitation
Comparison 10. Additional virtual reality intervention: effect on activity limitation

Outcome or subgroup title

No. of studies

No. of participants

Statistical method

Effect size

1 ADL outcome Show forest plot

8

153

Std. Mean Difference (IV, Fixed, 95% CI)

0.44 [0.11, 0.76]

Figures and Tables -
Comparison 10. Additional virtual reality intervention: effect on activity limitation