2016
DOI: 10.1002/ejp.910
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Restoring movement representation and alleviating phantom limb pain through short‐term neurorehabilitation with a virtual reality system

Abstract: There was no objective evidence that restoring movement representation by neurorehabilitation with virtual reality alleviated phantom limb pain. This study revealed quantitatively that restoring movement representation with virtual reality rehabilitation using a bimanual coordination task correlated with alleviation of phantom limb pain.

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Cited by 67 publications
(63 citation statements)
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“…It is also possible that VR can help to teach more complex integrated cognitive/motor tasks such as those involving planning and executive functioning including bus‐taking, shopping and driving activities [Simoes, Bernardes, Barros, & Castelo‐Branco, ], and can also train social cognition as an essential component of these interactions [Yang et al, ]. Although, there are still some questions about whether the engagement in VR tasks is due to its novelty and motor interaction, studies highlight that motivation and attention are important features of VR systems (besides ease of use) which may contribute to increased interest and involvement in the tasks [Avola, Cinque, Foresti, & Marini, ; Osumi et al, ]. Moreover, VR may provide a step change to improve acquisition of a number of community skills and may enable learning in a safe controlled environment, improving adherence and enjoyment [Mineo, Ziegler, Gill, & Salkin, ] and allowing the possibility of enhanced transfer to real‐life behaviors [Cox et al, ; Patrick et al, ; Ross et al, ; Saiano et al, ; Saiano, Garbarino, Lumachi, Solari, & Sanguineti, ].…”
Section: Introductionmentioning
confidence: 99%
“…It is also possible that VR can help to teach more complex integrated cognitive/motor tasks such as those involving planning and executive functioning including bus‐taking, shopping and driving activities [Simoes, Bernardes, Barros, & Castelo‐Branco, ], and can also train social cognition as an essential component of these interactions [Yang et al, ]. Although, there are still some questions about whether the engagement in VR tasks is due to its novelty and motor interaction, studies highlight that motivation and attention are important features of VR systems (besides ease of use) which may contribute to increased interest and involvement in the tasks [Avola, Cinque, Foresti, & Marini, ; Osumi et al, ]. Moreover, VR may provide a step change to improve acquisition of a number of community skills and may enable learning in a safe controlled environment, improving adherence and enjoyment [Mineo, Ziegler, Gill, & Salkin, ] and allowing the possibility of enhanced transfer to real‐life behaviors [Cox et al, ; Patrick et al, ; Ross et al, ; Saiano et al, ; Saiano, Garbarino, Lumachi, Solari, & Sanguineti, ].…”
Section: Introductionmentioning
confidence: 99%
“…Two were randomized controlled trials, eight were single group pre-test post-test without a control group comparison, seven were case series, and one was a case study. Eleven studies evaluated participants with upper phantom limb pain, [7,15,16,17,18,19,20,21,22,23,24] one study evaluated participants with upper and lower phantom limb pain. [25] One study evaluated upper limb complex regional pain syndrome, [26] one study evaluated lower limb complex regional pain syndrome, [27] and two studies evaluated upper and lower limb complex regional pain syndrome.…”
Section: Characteristics Of Included Studiesmentioning
confidence: 99%
“…Movement of virtual limbs was controlled by movements of the affected (painful) limb in five studies [15,19,25,27,31] or movements of the non-affected (non-painful) limb in nine studies. [7,16,17,18,21,22,23,24,30] In one study a virtual arm was controlled by movement of the participant's affected (painful) arm but the virtual hand and fingers were controlled by the participant's non-affected (non-painful) hand and fingers. [26] In three studies participants did not control movement of virtual limbs but instead were required to imitate movements of a virtual limb, [20] and mentally imitate the movements of a virtual body.…”
Section: Treatment Characteristicsmentioning
confidence: 99%
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