2020
DOI: 10.1080/02699052.2020.1802779
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Virtual reality gaming as a neurorehabilitation tool for brain injuries in adults: A systematic review

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Cited by 29 publications
(17 citation statements)
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“…Five clinical studies [ 32 , 33 , 36 , 37 ] and two systematic reviews [ 34 , 35 ] on the cognitive effects of VR systems in TBI Neurorehabilitation were included. In particular, VR was used in two pilot studies [ 32 , 33 ] for the training of attention processes: a visuo-haptic virtual environment and a virtual touch modality by means of the Virtual Reality Rehabilitation System (VRRS) were used to improve cognitive function.…”
Section: Resultsmentioning
confidence: 99%
“…Five clinical studies [ 32 , 33 , 36 , 37 ] and two systematic reviews [ 34 , 35 ] on the cognitive effects of VR systems in TBI Neurorehabilitation were included. In particular, VR was used in two pilot studies [ 32 , 33 ] for the training of attention processes: a visuo-haptic virtual environment and a virtual touch modality by means of the Virtual Reality Rehabilitation System (VRRS) were used to improve cognitive function.…”
Section: Resultsmentioning
confidence: 99%
“…If exposure to virtual realities is subordinate to achieving long-term personal goals, digital technologies are able to improve the overall well-being of healthy individuals [6][7][8]. Furthermore, technologies employing virtual realities may be helpful to older adults suffering from cognitive decline and social isolation [9], may assist neurorehabilitation of patients with stroke [10] or traumatic brain injury [11], and may even be an essential ingredient for the replacement of lost functions through an appropriate brain-computer interface (BCI) that controls robotic devices [12][13][14][15][16].…”
Section: Introductionmentioning
confidence: 99%
“…Issues identified in experimental studies include heterogeneity (eg, severity of TBI, VR system used, and outcome measures) with small sample sizes and a lack of randomized controlled trials (RCTs), resulting in the inability to perform meta-analysis [ 68 , 71 ]. Existing reviews provide important information; however, many reviews are not systematic in design or lack quality appraisal of included studies [ 34 , 45 , 56 , 57 , 70 ], focus on VR for only cognitive or motor impairments [ 68 - 72 ], do not consider immersive VR only [ 45 , 56 , 57 , 68 - 72 , 78 ], or do not review both assessment and treatment studies [ 56 , 57 , 68 , 69 , 72 , 78 ]. As literature to date has not focused on using immersive VR across the clinical spectrum of TBI rehabilitation, this review aims to identify and evaluate the use of immersive VR for the assessment and treatment of any impairment sustained within this group.…”
Section: Introductionmentioning
confidence: 99%