PTOTOtherJournal of neuroengineering and rehabilitation2019

What is the impact of user affect on motor learning in virtual environments after stroke? A scoping review.

Nina Rohrbach, Emily Chicklis, Danielle Elaine Levac

PMID 31248439

WHAT IT FOUND

Virtual reality and active video gaming stroke studies often mention motivation, enjoyment, engagement, immersion, or presence, but only 50 of 155 measured them.

No study tested whether these experiences were connected to motor learning, so their impact remains unknown.

Key findings

01Of the 155 included studies, 138 mentioned at least one of motivation, enjoyment, engagement, immersion, or presence, but only 50 measured one.

02No included study tested whether motivation, enjoyment, engagement, immersion, or presence was linked to motor learning outcomes.

03When a construct was measured, 15 studies used self-designed questionnaires, usually with Likert or yes/no answers.

STILL TO COME

How it was doneWhat they foundWhat it means for PTsWhat it means for OTs

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What it does not show

The review did not assess whether the included studies were well done, so weak studies count the same as strong ones. The search covered CINAHL Complete, MEDLINE, and PEDro, but not IEEE Xplore, so relevant technology studies may be missing. The authors assumed motor learning was the goal of the included VR/AVG stroke studies, even when studies may not have stated that. Because none of the included studies tested whether affective constructs were linked to motor learning, the proposed relationships have no weight. Many included studies were pilots, pre-post studies, or case reports or series, not definitive trials. The review did not separate commercial systems from customized rehabilitation systems, which may differ in cost, usability, and game design. Flow was mentioned in relation to motivation, enjoyment, engagement, and immersion, but it was not included as a construct.

Declared interests

The paper names funding from Centre Digitisation.Bavaria, the Eunice Kennedy Shriver National Institute of Child Health and Human Development, and the Charles H. Hood Foundation. It does not give an author conflict-of-interest list in the supplied text.

The easy way to misread this

Do not conclude that making virtual reality or active video gaming more fun, motivating, or immersive will improve motor learning after stroke. The review found no study tested whether these experiences were linked to motor learning.

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