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.
Diriba Dereje Olana, Teklu Gemechu Abessa, Dheeraj Lamba and 2 others
PMID 40269877WHAT IT FOUND
Adding game-based virtual reality to stroke upper limb rehabilitation, or using it on its own, improved daily activity scores more than conventional therapy alone, and immersive headsets did better than screens.
Quality-of-life results look bigger but rest on only eight trials.
Key findings
01Virtual reality upper limb training improved activities of daily living more than conventional rehabilitation without VR: pooled across 25 trials the difference was small and statistically significant (SMD 0.27, 95% CI 0.11 to 0.43, p < 0.001).
02Immersive headset-based VR produced a larger improvement in daily living than non-immersive screen-based VR (SMD 0.54 versus 0.19), and the difference between the two types was statistically significant (p = 0.03).
03Quality of life also favoured VR over conventional therapy (SMD 0.94, 95% CI 0.09 to 1.79, p = 0.035), but this result comes from only 8 studies and 4 different measurement tools.
04The total amount of rehabilitation (sessions multiplied by session length) was not statistically significantly associated with either daily living (p = 0.88) or quality of life (p = 0.17).
STILL TO COME
How it was doneWhat they foundWhat it means for PTsWhat it means for OTs
Read the rest of this summary
You get three full summaries a month, free, and we do not ask for a card. Search, the TL;DRs and your library stay unlimited either way.
What it does not show
Most trials did not blind the participants or the therapists and did not analyse by intention to treat, and the authors name deviation from the intended intervention as the main source of bias, so part of the measured advantage could come from people knowing they got the new treatment. Studies differed in age, sex, stroke type (both ischaemic and haemorrhagic survivors were pooled, and their recovery paths may differ) and in training dose and duration, so the pooled result averages over quite different programmes. Several trials combined VR with robotic exoskeletons or neuromuscular stimulation, so in those trials the effect cannot be attributed to VR alone. Most individual trials were small and follow-up was short; the review cannot say whether gains last. Only 8 trials measured quality of life, and the authors themselves say those results should be interpreted cautiously. Only English-language papers were included, 20 of the 30 trials came from Asian countries and 9 from Europe, and no trial came from Africa, so most settings and health systems are unrepresented.
Declared interests
The only declaration given in the text supplied names a funder, the NASCERE Project. No competing interests are stated.
The easy way to misread this
Do not read the large quality-of-life figure as proof that VR produces a big quality-of-life gain. It comes from only eight trials measured four different ways, the authors warn that these results should be interpreted cautiously, and they give the intervention only a conditional recommendation.
Summarised by AI from the full paper, without a clinician reviewing it. Check it against the source before it changes what you do. Read it on PubMed →