2016
DOI: 10.1080/10749357.2016.1192361
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The use of virtual reality for balance among individuals with chronic stroke: a systematic review and meta-analysis

Abstract: Overall, VR interventions compared to conventional rehabilitation had significant improvements. The meta-analyses also suggest that the Nintendo Wii Fit balance board may not be effective, although further confirmatory studies are necessary. Results should be interpreted with caution due to differences in therapy intensities and effect sizes within the included studies.

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Cited by 119 publications
(100 citation statements)
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References 41 publications
(130 reference statements)
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“…99102,103,104 These reviews (Table 2) have different objectives including the evidence on the Wii, 99 discriminating between VR coupled with treadmills, customized systems that do not involve a treadmill and off-the-shelf games. 103 There is a small but consistent benefit for VR in gait measured by gait speed, 100,102104 and balance measured by the Berg Balance Scale (BBS) and the Timed Up and Go (TUG). 100104 The meta-analyses favor VR with balance outcomes, however, these studies do not meet the minimal clinically important difference (MCID).…”
Section: Outcomes Of Vr and Sg Interventionsmentioning
confidence: 99%
See 1 more Smart Citation
“…99102,103,104 These reviews (Table 2) have different objectives including the evidence on the Wii, 99 discriminating between VR coupled with treadmills, customized systems that do not involve a treadmill and off-the-shelf games. 103 There is a small but consistent benefit for VR in gait measured by gait speed, 100,102104 and balance measured by the Berg Balance Scale (BBS) and the Timed Up and Go (TUG). 100104 The meta-analyses favor VR with balance outcomes, however, these studies do not meet the minimal clinically important difference (MCID).…”
Section: Outcomes Of Vr and Sg Interventionsmentioning
confidence: 99%
“…Customized systems are superior to SG in balance and mobility studies in people post-stroke and with upper extremity function in children with CP. 89,103 One problem with these customized systems is that many are developed and tested and then discarded because no method exists to transfer them out of the lab and into the clinic. To address this gap, clinician scientists and engineers from Spain, Portugal and the US have created an online resource, Open Rehabilitation Initiative, to share executable versions of the VR and SGs.…”
Section: Bridging the Gap From Evidence To Practicementioning
confidence: 99%
“…Concerns about motor skill transfer from virtual to real environments are even greater when specifically considering the use of VR viewed using a head-mounted display (HMD-VR). HMD-VR provides a more immersive experience compared to conventional environments (e.g., computer screens) and results in increased levels of presence (i.e., the illusion of actually being present in the virtual environment) and embodiment (i.e., the perceptual ownership of a virtual body in a virtual space) [13,14] that modulate behavior [15] and impact performance on motor learning and rehabilitation applications (e.g., gait, balance, neurofeedback tasks) [16][17][18]. Additionally, motor learning in HMD-VR (e.g., upper extremity visuomotor adaptation) has been shown to rely on different learning processes compared to a conventional screen environment [19].…”
Section: Introductionmentioning
confidence: 99%
“…Within health and medical sciences VR is used for predominantly therapeutic or rehabilitation applications (e.g. after stroke), typically utilising spatial information (Howard et al 2017;Iruthayarajah et al 2017). VR for visual analytics still sits in a very niche area of applications, with just a few limited examples outside our own developments existing in the literature (Coffey et al 2011;Donalek et al 2014) and industry.…”
Section: Datashield Applications For Data Visualisationmentioning
confidence: 99%