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Evaluating the effectiveness of virtual reality on improvement of limb function in stroke survivors
with hemiparesis
Myles Watkins
Jackson Ball
University of Utah
Introduction
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Stroke is among the leading causes of disability in the United States and often results in
upper extremity hemiparesis, a major and chronic impairment (CDC, 2017). Around 80% of
stroke survivors have upper extremity hemiparesis in the stroke aftermath, 30-40% of which
regain some movement (Delden, 2009). This can seriously affect areas of psychosocial
functioning, mental health, employment, and self-care. The cost of stroke in the United States
each year is estimated to be at $34 billion, which includes the cost of healthcare, missed days at
work, and medications (CDC, 2017). Stroke often involves a lifelong recovery, drastically limiting
the amount of movement in the client’s affected side and will disrupt their ability to perform their
activities of daily living (ADL). Stroke survivors who do not recover upper extremity movement
and dexterity within the first two months after stroke have been shown to have worsened
prognoses, making it critical for healthcare providers to utilize effective therapy approaches
Occupational therapists play a critical role in therapy for individuals with hemiparesis, often
specializing in upper extremity function and dysfunction. It is paramount that the medical field is
continuously looking to improve interventions and keep clients’ actively engaged in their own
recovery in the most effective and safest way possible. Technology has always played an
intricate role in therapy, and as it evolves, it is crucial that the field is continuously researching
The current therapeutic trend is based around simple task-oriented interventions that are
repetitive and intense, and virtual reality (VR) can provide more engaging therapy occupations
with quicker and more accurate feedback on progress (Langhorne, 2009). While many
traditional methods of therapy have been developed, patients may encounter boredom during
therapy tasks and have been shown to desire dynamic visuals and real-time performance
feedback (Palazzo, 2016). Many clinics do not have the space or resources to provide engaging
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options to their clients, but the use of VR can supplement or replace traditional interventions
with meaningful, engaging, and wide-ranging simulated occupations within a safe, clinical
environment. Research has shown that this new technology can quickly and safely provide the
client with ADL tasks where they can practice and improve limb function in an environment that
VR is still a fairly new form of technology, although it is improving at a very rapid pace.
Previous studies have found it to be a safe and effective form of therapy, although more reliable,
larger, and current studies still need to be conducted as the technology evolves.
This systematic review will examine current VR interventions to determine the trends and
effectiveness of VR-based therapy, within the field of occupational therapy, in improving upper
Methods
Databases accessed include CINAHL, Pubmed, and Google Scholar. Search terms
included stroke, brain attack, hemiparesis, hemiplegia, upper extremity, limb function, virtual
reality, robot-assisted, game, hand function, therapy, occupational therapy, outcomes, chronic,
acute, dexterity, ADLs, activities of daily living, grip strength, and grasp. The date range of
articles was from 2008-2018. Our initial searches brought up over 40,000 results but we then
added initial terms in order to get our results down to around 8,000. We primarily focused on
finding randomized controlled trials, and fortunately there were numerous to choose from.
Selected articles often utilized a randomized-control trial design and provided level 1-5 evidence
as well as a high rating on the PEDRO scale. We ended up choosing nine articles to include
within our paper, six being randomized-controlled trials, two being case controlled trials, and
one being a review. The selected articles specifically examined the use of virtual reality in
improving upper extremity function. Exclusion criteria were articles focusing on the lower
extremities, balance, cognitive function, or having a PEDro scale score lower than a six, which
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would point to issues with internal validity particularly related to blinding, use of statistics, bias,
Results
In et al. (2012) provided virtual reality reflection therapy to stroke survivors in order to
determine motor rehabilitation effects compared to conventional therapy. The groups were
randomly assigned. Treatment was given 30 minutes per day, 5 days a week, for a total of 4
weeks. Participants completed three sets of 10 repetitions during the session with the exercises
aimed at increasing grasping power, motion of the hand, range of motion, velocity, and
dexterity. Progressively harder tasks were given each week, focusing on hand, wrist, and
between experimental and control groups. The results post-intervention revealed significant
score increases in motor function using the Fugl-Meyer Assessment for both groups from
baseline as well as significant differences between groups, with the experimental group
significant improvement for the experimental group, but not the control group. The study reveals
the effectiveness of VR reflection therapy over traditional therapy method of mirror therapy. In
posture like mirror therapy, thereby challenging segmental movement of trunk and limbs and
forcing the client to maintain a crooked spine during therapy, neither of which is desired. A
potential weakness of this study is that the participants were at least 6 months post-stroke and
the intervention may be more effective for those in the acute recovery stage from a stroke. In
addition, the length of the intervention was only 4 weeks. A strength is that it utilizes a RCT
design.
Kiper et al. (2014) included 44 stroke patients to study the effect of reinforced feedback
motor function. The RFVE group intervention used the “Virtual Reality Rehabilitation System”
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which monitored patients with a 3D motion-tracking system and a large display to depict virtual
scenarios. Therapists designed motor sequence tasks which the patient completed by
manipulating real-life objects with their paretic hand and focusing on the virtual scenario. Each
task was tailored to the patient’s skill level. The control group was introduced to exercises
targeting ROM, ADLs, and strength without virtual assistance. Both hemorrhagic and ischemic
stroke survivors were included in the study and stratified within the randomized experimental
and control groups. Motor functioning measures revealed significant improvements in the RFVE
group while the traditional therapy group did not. Patients who sustained a hemorrhagic stroke
ischemic stroke patients improved significantly only in the kinematic measurement of speed.
Intervention programs for both groups lasted 2 hours a day, 5 days a week for 4 weeks. Results
demonstrated that RFVE treatments combined appear to provide better therapeutic efficacy
than traditional approaches alone. RFVE therapy was beneficial for motor and ADL abilities
independent from stroke etiology (i.e. hemorrhagic, ischemic). The mean time since stroke in
the control group was one month shorter than the experimental group, which should be noted as
a potential confound. The number of patients examined in this study (n=44) is a strength and
may provide more valid results by controlling for outliers and inherent variability that can result
Kwon et al. (2012) applied VR therapy and conventional therapy to patients in the acute
stage after stroke (within 3 months of stroke) to determine whether patients would benefit from
increased UE function and performance of ADLs. Twenty-six adults total were placed either in
the VR or CT group in a double-blind RCT design. Patients participated 30 minutes per day, 5
days a week for 4 weeks with a VR system, in addition to 70 minutes per day of conventional
intervention for the control group. The VR intervention incorporates a screen, video camera,
cyber gloves, virtual objects and 5 VR games: Bird and Ball, Drum, Coconutz, Soccer, and
the CT group. However, both groups showed significant improvement in UE and ADLs when
compared to baseline. The authors note that VR could be adapted to be more ADL-specific and
perhaps have a greater effect on ADL outcomes. Because the study occurred during the acute
stage of stroke, it is possible that motor recovery, and the likelihood of spontaneous recovery of
the paretic limb would be greater in a later stage post-stroke. The double-blind RCT design
Lee et al. (2014) utilized a RCT design to examine the effectiveness of asymmetric
symmetric training. Both programs occurred for 30 minutes a day, 5 days a week, for 4 weeks
and included conventional physical therapy as an additional intervention. Grip strength, ROM,
spasticity, and results of the motor function testing were all assessed at the end of the trial. Both
tests of spasticity. ROM in the wrist was similar in both groups before treatment; however, after
treatment both groups displayed significant improvement in flexion, extension, ulnar- and radial-
deviation. The asymmetric group displayed significant improvements in motor function over the
control group in shoulder, elbow, and forearm movements. This is likely because activation of
ipsilateral corticospinal and corticoreticular tracts is easier in proximal joints. Prior studies had
examined symmetric manual therapies but not the effectiveness of asymmetric therapy, making
the results of this study novel at the time of publication. One potential weakness is that the study
spanned only four weeks and therefore can only be considered valid when looking at short-term
results.
Saposnik et al. (2010) wanted to examine whether using Wii gaming technology would
result in improved motor recovery, their rationale for this study was that evidence suggests that
increasing intensity of therapy improves motor function, and therefore gaming could assist with
this task since the intensity could easily be manipulated within the technology. They wanted to
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specifically see whether intervention time decreased, how safe it was, and determine efficacy.
The intervention consisted of comparing Wii sports/cooking vs. recreational therapy (cards,
bingo, or Jenga). Patients were randomly put into two groups, where they received an intensive
program consisting of eight sessions (Wii or RT) of 60 minutes over a 2-week period. The arm
movements that were replicated on the affected side involved shoulder flexion and extension,
shoulder rotation, elbow extension and flexion, wrist supination and pronation, wrist flexion and
extension, and thumb flexion. The mean total session time was 388 minutes in the RT group
compared with 364 minutes in the Wii group. There were no safety concerns in either group.
Relative to recreation therapy, participants in the Wii group had an improvement of 7 seconds in
the Wolf Motor Function Test. One strength of this study is that they used a consumer-friendly
VR device, while a weakness of the study is that their sample sizes in both groups were very
small.
Turolla et al. (2013) aimed to examine the effectiveness of VR treatment for the
improvement of upper limb motor function and whether it improves the activities of daily living
for stroke survivors. Their rationale came from other evidence demonstrating the efficacy of VR
in stroke rehabilitation, but they wanted to test this in a much larger sample size by using 376
participants. For the intervention, the 376 subjects were selected based upon their motor arm
subscore and that they did not have any severe neuropsychological impairments that could
disrupt the recovery process. These clients were then split into two treatment groups, combined
VR and conventional therapy or just conventional therapy alone. The virtual reality treatment
consisted of demonstrating certain motor tasks while holding a real object and movement was
monitored by a motion-tracking system that was displayed on a screen, the therapist had the
option of adjusting difficulty based on patient’s skill level. The treatment was 2 hours of therapy
a day, five days a week, for 4 weeks. Once the treatment was completed, they used the
Functional Independence Measure and Fugl-Meyer Upper Extremity scales to score the
outcomes. Both of the groups had an significant? improvement on both scales, but the VR
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group’s scores were significantly greater than the group who only received conventional therapy
alone. These results support the idea that VR could be an appropriate treatment method for
those with stroke, and should also be used with conventional therapy. Strengths of this study
are that they used a much larger sample size than other VR studies, and they also promoted the
idea of using both therapy methods together. A weakness of this study is that they were unable
to randomize the clients when putting them into groups, and this results in other factors possibly
Da Silva Cameirao et al. (2011) wanted to examine the possibility of stroke patient
having more freedom managing their rehab through virtual reality. Their rationale for this study
was due to the potential need to examine therapy methods that can be done in the home since
the rate of stroke is so high and may only keep growing. For this intervention, they used a
system called the Rehabilitation Gaming System that intends to decrease the recovery time of
acute stroke patients. The 16 clients were split into two equal groups, using the Rehabilitation
Gaming System in addition to therapy and the other group just had occupational therapy.
Those in the virtual reality group would wear gloves that could track limb movements using
color, and they went through some practice scenarios in order to obtain baseline values and
determine whether adjustments needed to be made or not. The following sessions over the
next 12 weeks involved doing tasks that intended to train speed and range of motion and
involved placing, hitting, and grabbing. The results showed that the virtual reality group
improved faster over time, and additionally, had a greater improvement in paretic arm speed
along with better scores in the Fugl-Meyer assessment and Chedoke Arm and Hand Activity
Inventory. A strength of this study is that they were able to have the treatment span be much
longer than other virtual reality experiments, while a weakness is that their sample size of 8
Lucia Francesca Lucca (2009) created this mini review in order to analyze the rationale
behind these studies, see how the studies are being done, and what is the potential and
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limitations to VR setups in a rehabilitation setting. Her rationale for this review consisted of the
increased popularity and research in the idea of how VR can help rebuild the motor cortex, help
patients learn by imitation, and easily be adapted to suit the client and their skills and
preferences. For this review, a classification of the current virtual reality setups was created
and then compared with published studies that were available at the time. The criteria for motor
impairment and recovery was also compared, what rehabilitation techniques were used, and the
efficacy of these studies. The findings showed that studies during this time period did support
the use of virtual reality in rehabilitation therapy for the upper limbs after stroke, but there
currently is not enough evidence or studies to prove virtual reality is better than conventional
therapy or should replace conventional therapy. Suggestions for future research suggests
having studies have similar selection procedures for candidates, larger sample sizes, and clear
definitions for severity and recovery in more controlled study designs. One unique strength of
this review is how symptoms such as nausea, dizziness, and stress while using the virtual
reality systems were compared. A weakness of the review is that it didn’t look into too many
published studies and virtual reality setups were not very common or popular during the time the
Discussion
Virtual reality therapy has been shown to be beneficial as a therapeutic intervention for
upper extremity hemiparesis across a number of randomized clinical trials, placing it in the
category of class 1, level A evidence. While VR research and application of VR in the clinic is
ongoing, the use of VR programs will be critical to the future evolution of therapeutic practices.
stroke patients with acute and chronic upper extremity impairment. VR rehabilitation provides an
opportunity for therapists to engage clients in fun and meaningful tasks that automatically adapt
to each client’s skill level and provide a variety of engaging environments adapted to specific to
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therapy, many larger studies will need to be conducted before VR will become commonplace in
clinics. It is also important to take into consideration the high costs often associated with newer
technology such as VR. In addition, not all clients are physically and mentally comfortable with
this form of therapy and the unfamiliar technological aspects. Traditional therapies will remain
effective and useful, but the use of VR therapy will undoubtedly pass on a number of additional
adaptable approach that can provide client-centered and functional care. VR can be applied in a
number of modalities, including, but not limited to: Teaching of compensatory strategies to
engagement in ADL tasks, virtual reflection therapy, leisure and game-playing, fine motor, and
Stroke, in both acute and chronic conditions, presents a major health issue affecting
families and individuals in the United States. The combination of an aging U.S. population and
rising risk factors for stroke present a clear need for the use of evidence-based practices within
therapy clinics, making VR therapy an exciting and promising development in the field of
rehabilitation.
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Cameirao et al. 2012 Level 2. Pedro Scale: 7 Visual and haptic feedback
provided the most significant
and lasting improvements in
motor function according to
the clinical evaluation. All
groups showed significant
improvements. The
exoskeleton group displayed
the least benefit.
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No significant difference in
improvement between two
groups in UE function and
ADL performance, however,
VR was more effective than
CT by itself.
improvement in flexion,
extension, ulnar- and radial-
deviation. The asymmetric
group displayed significant
improvements in motor
function over the control
group in shoulder, elbow, and
forearm movements.
Saposnik et al. (2010) Level 1. Pedro Scale: 9 -No safety or fatigue issues
were found in the study.
Francesca Lucca, L. (2009) Level 5. Pedro Scale: N/A. Studies completed at this
Review. time show support for using
VR in upper-limb therapy
after stroke. Still a very new
area, and currently is hard to
decipher whether VR should
be used in replace of
conventional therapy. Larger
sample sizes need to be used
in studies.