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Game-Based Virtual Reality System for Upper Limb Rehabilitation After Stroke in a Clinical Environment: Systematic Review and Meta-Analysis

Journal

GAMES FOR HEALTH JOURNAL
Volume 11, Issue 5, Pages 277-297

Publisher

MARY ANN LIEBERT, INC
DOI: 10.1089/g4h.2022.0086

Keywords

Stroke; Upper limb rehabilitation; Virtual reality; Game; System

Funding

  1. National Science and Technology Council [NSTC 111-2410-H-027-021-MY3]
  2. Ministry of Science and Technology [MOST 109-2410-H-027-003-MY2, MOST 108-2410-H-027-024-MY3, MOST 106-2628-H-027-001-MY3]
  3. Chang Gung Memorial Hospital
  4. National Taipei University of Technology joint research program [NTUT-CGMH-110-05, CORPG3L0141]

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The use of virtual reality (VR) for stroke rehabilitation has been implemented for the past decade. Most studies focus on the effects of VR on upper limb rehabilitation, with limited research on VR games, system designs, and rehabilitation modes for upper limb rehabilitation. This study evaluates the effectiveness of a game-based VR upper limb rehabilitation system for stroke patients in clinical settings, investigates the impact of custom and commercial VR games on patients, and reviews VR upper limb rehabilitation modes. The meta-analysis results indicate that game-based VR therapy is an effective method for stroke rehabilitation, particularly in improving upper limb function and hand mobility. Custom games show better results than commercial games.
The use of virtual reality (VR) for stroke rehabilitation has been implemented during the last decade. At present, most studies still focus on the effects of VR on upper limb rehabilitation, and few studies have explored VR games, VR system designs, and rehabilitation modes for upper limb rehabilitation. This study aims to (1) evaluate the rehabilitation effect of stroke patients using a game-based VR upper limb rehabilitation system in clinical settings; (2) investigate the impact of custom and commercial VR games on patients in clinical settings; and (3) review VR upper limb rehabilitation modes. The PubMed, ScienceDirect, Scopus, Web of Science, and IEEE Xplore databases were searched, and related literature published through December 2021 was included. A total of 4700 articles were retrieved according to the search strategy. We identified 24 studies, including 793 patients. We conducted a systematic search for randomized controlled trials with adult stroke patients to analyze the effect of game-based VR upper limb rehabilitation systems. A meta-analysis was conducted to compare the effects of upper limb function, hand dexterity, daily living ability, and cognitive function between the experimental group (EG, using VR for upper limb rehabilitation) and control group (CG, receiving conventional rehabilitation, including physical therapy and occupational therapy). We also conducted an analysis of both custom and commercial games. The results of the meta-analysis proved that game-based VR upper limb rehabilitation therapy for cerebral apoplexy is an effective method of rehabilitation in clinical settings and is more effective than traditional rehabilitation in improving patients' upper limb function and hand mobility. Custom games heal better than commercial games. This study only includes nonimmersive device rehabilitation modes due to research constraints and classified them into four categories. The mode of VR games combined with rehabilitation instruments may solve the problem that patients with severe upper limb dysfunction cannot operate games. Whether the use of immersive VR devices and the fun of games will affect patients' rehabilitation motivation and effect is the direction of future research.

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