Trial reportEuropean journal of physical and rehabilitation medicine2026
Effects of self-directed game-based virtual reality program on upper-limb motor recovery in mild-to-moderate ischemic stroke: a randomized controlled trial.
Trial report in European journal of physical and rehabilitation medicine, 2026. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 1 paper, 1 of them a synthesis that pooled it.
What it found
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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.
Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.
Who cites it
1 citing paper in PubMed, 1 synthesis or guideline pooled it.
- Comparative effectiveness of non-pharmacological interventions for post-stroke upper limb motor dysfunction: a systematic review and network meta-analysis of randomized controlled trials.Frontiers in aging neuroscience · 2026Pooled it
Corrections and comments
PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.
Authors and funding
13 authors.
Funding
No grant is acknowledged in the PubMed record.
Abstract
backgroundVirtual reality (VR) has been demonstrated as an effective intervention for promoting motor recovery post-stroke. A self-directed game-based VR training can reduce manpower, but its safety and efficacy still need to be evaluated.
aimTo evaluate the efficacy of a self-directed game-based VR program on upper-limb motor recovery in mild-to-moderate ischemic stroke patients.
designRandomized controlled trial.
settingInpatient rehabilitation center. POPULATION: A total of 84 mild-to-moderate ischemic stroke patients with unilateral upper limb motor impairment were randomly allocated to the VR group (N.=42) and the control group (N.=42).
methodsAll participants underwent a standardized inpatient rehabilitation program. The VR group received an additional 20 minutes of user-centric VR training, while the control group engaged in an additional 20 minutes of conventional upper-limb training as a control training. The treatment plan was implemented for 6 days per week over a 4-week period.
resultsBlinded assessments at baseline (T0), post-intervention (T1) and 6-week follow-up (T2) revealed significant group-time interactions favoring the VR group in the Fugl-Meyer Assessment-Upper Extremity (FMA-UE, P=0.001), elbow extension strength (MMT, P=0.038) and Barthel Index (BI, P=0.002), although no significant differences were observed in MMT scores for shoulder flexion/extension and elbow flexion (P=0.407/P=0.573, P=0.407). Notably, significantly more patients in the VR group achieved the FMA-UE MCID (≥9 points) than controls (44.7% vs. 2.6%, P<0.001), with moderate stroke patients deriving the greatest benefit. Post-intervention usability metrics demonstrated high system acceptability (SUS: 75.07±7.20), minimal simulator sickness (SSQ=3.74 [0.00, 3.74]) and positive exercise motivation (BREQ-2 RAI: 15.79±3.80).
conclusionsThe findings indicate that integrating self-directed VR games into conventional rehabilitation enhances upper-limb functional recovery and independence in mild-to-moderate ischemic stroke patients, with sustained effects at 6 weeks. This facilitated clinically meaningful improvements, particularly in patients with moderate baseline impairment. Although safe and engaging, the program may require targeted approaches for specific joint movements. Further studies should explore long-term outcomes and optimal implementation protocols. CLINICAL REHABILITATION IMPACT: Self-directed game-based VR games with conventional therapy enhance upper-limb functional recovery and independence in mild-to-moderate stroke patients, offering a scalable solution for inpatient rehabilitation.
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