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Indexed/Abstracted in: CINAHL, Current Contents/Clinical Medicine, EMBASE, PubMed/MEDLINE, Science Citation Index Expanded (SciSearch), Scopus
Impact Factor 2,063
Online ISSN 1973-9095
THE COCHRANE CORNER
Laver K. 1, George S. 1, Thomas S. 1, Deutsch J. E. 2, Crotty M. 1, 3
1 Department of Rehabilitation and Aged Care, Flinders University, Adelaide, South Australia;
2 Department of Rehabilitation and Movement Science, University of Medicine and Dentistry of New Jersey, Newark, NJ, USA;
3 Department of Rehabilitation and Aged Care, Repatriation General Hospital, Daw Park, South Australia
AIM: Virtual reality and interactive video gaming are innovative therapy approaches in the field of stroke rehabilitation. The primary objective of this review was to determine the effectiveness of virtual reality on motor function after stroke. The impact on secondary outcomes including activities of daily living was also assessed.
METHODS: Randomised and quasi-randomised controlled trials that compared virtual reality with an alternative or no intervention were included in the review. The authors searched the Cochrane Stroke Group Trials Register, the Cochrane Central Register of Controlled Trials, electronic databases, trial registers, reference lists, Dissertation Abstracts, conference proceedings and contacted key researchers and virtual reality manufacturers. Search results were independently examined by two review authors to identify studies meeting the inclusion criteria.
RESULTS: Nineteen studies with a total of 565 participants were included in the review. Variation in intervention approaches and outcome data collected limited the extent to which studies could be compared. Virtual reality was found to be significantly more effective than conventional therapy in improving upper limb function (standardised mean difference, SMD) 0.53, 95% confidence intervals [CI] 0.25 to 0.81)) based on seven studies, and activities of daily living (ADL) function (SMD 0.81, 95% CI 0.39 to 1.22) based on three studies. No statistically significant effects were found for grip strength (based on two studies) or gait speed (based on three studies).
CONCLUSION: Virtual reality appears to be a promising approach however, further studies are required to confirm these findings.