2014
DOI: 10.1161/strokeaha.114.005362
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Virtual Reality Exercise Improves Mobility After Stroke

Abstract: Background and Purpose— Exercise using virtual reality (VR) has improved balance in adults with traumatic brain injury and community-dwelling older adults. Rigorous randomized studies regarding its efficacy, safety, and applicability with individuals after stroke are lacking. The purpose of this study was to determine whether an adjunct VR therapy improves balance, mobility, and gait in stroke rehabilitation inpatients. Methods— A blinded randomized con… Show more

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Cited by 108 publications
(105 citation statements)
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“…Therapeutic strategies may include virtual reality videogames which may engage select sensory and motor circuits (Gustavo et al, 2010;McEwen et al, 2014), or smart kinematic systems such as the KINARM exoskeleton to both assess and rehabilitate lost sensory motor function after stroke (Dukelow et al, 2010;Scott and Dukelow, 2011; Table 1). Given that insufficient participation in rehabilitative training is an unfortunate reality for many stroke patients, it is important to note that the uptake of gaming technology for rehab use will favor the emerging tech-savvy generation, which may already have experience with touch/gesture recognition devices.…”
Section: Shaping Functional Connectome In Human Patientsmentioning
confidence: 99%
“…Therapeutic strategies may include virtual reality videogames which may engage select sensory and motor circuits (Gustavo et al, 2010;McEwen et al, 2014), or smart kinematic systems such as the KINARM exoskeleton to both assess and rehabilitate lost sensory motor function after stroke (Dukelow et al, 2010;Scott and Dukelow, 2011; Table 1). Given that insufficient participation in rehabilitative training is an unfortunate reality for many stroke patients, it is important to note that the uptake of gaming technology for rehab use will favor the emerging tech-savvy generation, which may already have experience with touch/gesture recognition devices.…”
Section: Shaping Functional Connectome In Human Patientsmentioning
confidence: 99%
“…[15][16][17][18][19][20][21][22][23][24][25][26][27][28][29][30][31] They were all published in English and 60% took place in 2013-2015. 15,17,18,[22][23][24][25][26][27][28] Characteristics of included studies were detailed in Table 1 and Supplementary Material Appendix C. A total of thirteen studies involved sample sizes of less than 30 participants. 15,16,[18][19][20][21][22][23][24][27][28][29][30] Four studies included patients with acute/subacute stroke [25][26][27][28] and twelve targeted patients with chronic stroke (⩾6 months).…”
Section: Resultsmentioning
confidence: 99%
“…15-24, 29, 30 The participants were relatively young with studies reporting mean ages of 46 to 66 years. 21,25 The intervention approaches varied considerably. Five studies used the Nintendo Wii Fit.…”
Section: Resultsmentioning
confidence: 99%
“…(34) Study population consisted of patients with brain injury, not stroke patients Joo et al 2010 (35) No control group in study McEwen et al 2014 (36) Intervention was not Nintendo Wii Pietrzak et al 2014 (37) Systematic review of various virtual reality interventions Singh et al 2013 (38) Participants were grouped according to institution. No randomization performed.…”
Section: Supplementary Datamentioning
confidence: 99%