Virtual Reality for Stroke Rehabilitation
Kate Laver, Stacey George, Susie
Thomas, Judith E. Deutsch, Maria Crotty
https://doi.org/10.1161/STROKEAHA.111.642439
Stroke. 2012;43:e20-e21
Originally published January 23, 2012
AIMS OF THE STUDY:
With Virtual reality and interactive video gaming becoming
an emerging medium for treatment approaches in the medical field, these
researchers wanted to see how far a non-clinical environment can be pushed to
rehabilitate patients who had suffered from strokes.
The primary objective of this review was to evaluate the effects
of virtual reality and interactive video gaming compared with an alternative
intervention or no intervention on upper limb, lower limb, and global motor
function after stroke. Secondary outcomes included activity limitation and
adverse events. We also explored feasibility of the approach by examining
recruitment rates.
METHODOLOGY:
-
Randomised controlled
trials that compared virtual reality with an “alternate intervention” or “no
intervention” in people diagnosed with stroke (movement exercise).
-
VR
defined as “an advanced form of
human-computer interface that allows the user to ‘interact’ with and become
‘immersed’ in a computer-generated environment in a naturalistic fashion.
-
Included 19 trials
that involved 565 participants.
-
Two studies used
commercially available gaming consoles with the remaining studies using
programs designed for rehabilitation
MAIN FINDINGS:
-
Results from 7 studies with 205 participants
showed a statistically significant effect on arm function.
-
After pooling 3 studies which assessed the
effect on gait speed, the researchers were unable to find a definitive result.
-
Results from the outcome of activity limitation
showed statistically significant results based on 3 studies with 101
participants.
Overall, this research seemed very redundant, even reading
the PDF had a sense of the researchers knowing that there was no definitive
result. The whole reading was only a few pages long and used very ambiguous
explanations for exactly HOW they utilised VR to exercise the person. I feel
that some clarification about the effect of stroke and how they wanted to
combat/research VR in relation to this would have been incredibly useful and
may even give some credit to the result even though they were not definitive.
The did note that their sample sizes were small (10-83) and interventions
and outcome measures varied, limiting ability to compare studies. And there
were low recruitment rates as an average of 34% of participants who were
screened, were recruited.
-
Two studies used commercially available gaming consoles with the
remaining studies using programs designed for rehabilitation. The most common
intervention approach was upper limb training (used in 8 studies) in contrast
to lower limb and gait training (3 studies), global motor function (3 studies),
activity retraining (4 studies), and visual–perceptual retraining (1 study).
They concluded with : “There were an insufficient number of
comparable studies to assess the effect on global motor function... In summary, we found limited
evidence that the use of virtual reality and interactive video gaming may be
beneficial in improving arm function and activities of daily living function
when compared with the same dose of conventional therapy. There was insufficient
evidence to reach conclusions about the effect on gait speed.”
This could be good for them if they were pioneering and had a
strong relevance in their material as it could be used as a foundation for
future comparision, but none of this was discussed or seemed to be
contemplated. Personally, if I was publishing my work, even if inconclusive, I
would like to offer some sort of use for it or positive outcomes. The tone of
their piece lacked inspiration and made the study seem completely useless which
I do not think it is.
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