SynthesisSensors (Basel, Switzerland)2024
Technological Features of Immersive Virtual Reality Systems for Upper Limb Stroke Rehabilitation: A Systematic Review.
Synthesis in Sensors (Basel, Switzerland), 2024. The graph could read no effect estimate from its abstract, so it casts no vote on the map. It is linked to trial NCT07412899 (AdaptRehab imVR), which is not on this map. Cited by 11 papers, 3 of them syntheses that pooled it.
What it found
Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.
The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.
The trial behind it
Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.
AdaptRehab imVR: Exploring the Feasibility of imVR for Upper Limb Stroke Rehabilitation in Ethiopia
Who cites it
11 citing papers in PubMed, 3 syntheses or guidelines pooled it.
- Pooled it
- Effect of virtual reality-based upper limb training on activity of daily living and quality of life among stroke survivors: a systematic review and meta-analysis.Journal of neuroengineering and rehabilitation · 2025Pooled it
- The effect of non-immersive virtual reality on upper limb motor function and activities of daily living in stroke patients: a systematic review and meta-analysis.Frontiers in neurologyPooled it
- Effects of Virtual Reality-Based Intervention Combined With Conventional Therapy on Upper-Limb Function in Children With Hemiplegic Cerebral Palsy: Systematic Review and Meta-Analysis of Randomized Controlled Trials.JMIR serious games · 2026Review
- Immersive Virtual Reality for Stroke Rehabilitation: Linking Clinical and Digital Measures of Motor Recovery-A Pilot Study.Bioengineering (Basel, Switzerland) · 2026Article
- Exploring Usability and User Engagement in Fully Immersive Virtual Reality Systems for Upper Limb Stroke Rehabilitation: A Scoping Review.Progress in rehabilitation medicine · 2026Review
- Exercises Based on a Non-Immersive Virtual Reality Application for Upper Limb Rehabilitation.Bioengineering (Basel, Switzerland) · 2025Article
- AdaptRehab VR: Development of an Immersive Virtual Reality System for Upper Limb Stroke Rehabilitation Designed for Low- and Middle-Income Countries Using a Participatory Co-Creation Approach.Bioengineering (Basel, Switzerland) · 2025Article
- Virtual Reality: A New Frontier of Physical Rehabilitation.Sensors (Basel, Switzerland) · 2025Review
- Virtual reality-enhanced rehabilitation for improving musculoskeletal function and recovery after trauma.Journal of orthopaedic surgery and research · 2025Review
- Immersive Virtual Reality in Stroke Rehabilitation: A Systematic Review and Meta-Analysis of Its Efficacy in Upper Limb Recovery.Journal of clinical medicine · 2025Review
Corrections and comments
PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.
Authors and funding
4 authors.
Funding
No grant is acknowledged in the PubMed record.
Abstract
Stroke is the second most common cause of death worldwide, and it greatly impacts the quality of life for survivors by causing impairments in their upper limbs. Due to the difficulties in accessing rehabilitation services, immersive virtual reality (IVR) is an interesting approach to improve the availability of rehabilitation services. This systematic review evaluates the technological characteristics of IVR systems used in the rehabilitation of upper limb stroke patients. Twenty-five publications were included. Various technical aspects such as game engines, programming languages, headsets, platforms, game genres, and technical evaluation were extracted from these papers. Unity 3D and C# are the primary tools for creating IVR apps, while the Oculus Quest (Meta Platforms Technologies, Menlo Park, CA, USA) is the most often used headset. The majority of systems are created specifically for rehabilitation purposes rather than being readily available for purchase (i.e., commercial games). The analysis also highlights key areas for future research, such as game assessment, the combination of hardware and software, and the potential integration incorporation of biofeedback sensors. The study highlights the significance of technological progress in improving the effectiveness and user-friendliness of IVR. It calls for additional research to fully exploit IVR's potential in enhancing stroke rehabilitation results.
Indexed as
Identifiers
What Socratic holds
Registered trials
Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the Socratic graph.