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Table 3 Description of the virtual rehabilitation interventions, conventional control group therapies, and additional control treatments, when applicable

From: What do randomized controlled trials say about virtual rehabilitation in stroke? A systematic literature review and meta-analysis of upper-limb and cognitive outcomes

First Author, Year

Virtual Rehabilitation Intervention

Control Group Intervention

Assis, 2014

VE: NeuroR augmented reality system, with virtual shoulder exercises to extend the upper-limb + TAU

TAU: Standard Therapy (NR)

Ancillary: Relaxation session instructed by physiotherapist followed by shoulder movement using both unaffected and injured arms assisted by the physiotherapist and also without the physiotherapist assistance.

Broeren, 2008

VE: Semi-immersive table-top workbench with haptic device and 3D computer games + TAU

TAU: Usual activities at the centre, which included different social activities, creative crafts and physical activities.

Ancillary: NA

Chen, 2015

Study 1 – VE: Wii Nintendo games bowling and boxing games + TAUStudy 2 – VE: XaviX games bowling and ladder climbing games + TAU

TAU: At least one hour of physio- and occupational therapy per week.

Ancillary: Two traditional devices, the Curamotion exerciser and the climbing board and bar

Choi, 2014

CG: Wii Nintendo games: swordplay, table tennis, and canoe + TAU

TAU: Standard Therapy (NR)

Ancillary: OT that involved goal-oriented and highly repetitive trainings for that involved composed of stretching and strengthening exercises using full range of motion of the upper extremity, which was a task-oriented therapy for the ADL, fine motor training, and sensory motor recover

Crosbie, 2012

VE: 3D environment system, that included a desktop computer, a head-mounted display unit, a motion tracking system and sensors with tasks focused on reaching and grasping. + TAU

TAU: Standard physiotherapy

Ancillary: Delivered by a physiotherapist, experienced in stroke rehabilitation, and followed a programme of techniques, which included muscle facilitation, stretching exercises, strengthening activities and the inclusion of the more affected upper limb in functional tasks

da Silva Cameirão, 2011

Study 1 - VE: Rehabilitation Gaming System that captures upper limb movements through color detection; two data gloves to capture finger flexure creating a virtual environment where an avatar mimics the movements of the user. Tasks aimed to target speed, range of motion, grasp and release + TAU for 5 weeks.

Study 2 - VE: Rehabilitation Gaming System that captures upper limb movements through color detection; two data gloves to capture finger flexure creating a virtual environment where an avatar mimics the movements of the user. Tasks aimed to target speed, range of motion, grasp and release + TAU for 12 weeks.

TAU: Two weekly physiotherapy sessions

Ancillary: involved release or non-specific interactive Wii Nintendo games either intense occupational therapy targeting object displacement, grasp and.

da Silva Ribeiro, 2015

CG: Wii Nintendo games: tennis, hula-hoop, soccer and boxing. + TAU

TAU: NR

Ancillary: Conventional physiotherapy that included 10-mintes of upper and lower limb stretching or muscles and trunk, passive, active-assisted, and active-resisted mobilisation of the trunk (10 min), straightening and balance reactions with rapid shifts (10 min), scapular mobilisation (5 min), active or active-assisted upper-limb diagonal movements (15 min) and grasping activities (10 min)

Duff, 2010

VE: Adaptive mixed reality rehabilitation system + TAU

TAU: Standard Therapy (NR)

Ancillary: UL therapy: pegboard reaching tasks, bead threading reaching tasks, cone reaching tasks, and ROM and coordination exercises

Gamito, 2015

VE: Cognitive stimulation with Serious Games mobile technology, that included several daily live activities e.g. buying items, findings way to the minimarket, finding a virtual character. + TAU

TAU: Standard Therapy (NR)

Ancillary: NA

Givon 2015

CG: Microsoft Xbox Kinect, Sony PlayStation 2 Eyetoy, Sony PlayStation 3 MOVE, Nintendo Wii Fit and the SeeMe VR systems. + TAU

TAU: Standard Therapy (NR)

Ancillary: Participants were then divided into pairs or triads to perform functional activities such as picking up and transferring objects from one side of the room to the other.

Gyuchang, 2013

CG: Xbox Kinect + TAU

TAU: Standard occupational therapy

Ancillary: NA

Housman, 2009

Therapy Wilmington Robotic Exoskeleton (T-WREX) a passive (non-robotic) arm that provides support for the arm against gravity and measures arm movement and traces hand grasp as users interact with computer games

TAU: Standard Therapy (NR)

Ancillary: Conventional semiautonomous training

In, 2012

VE: Virtual Reality Reflection Therapy program + TAU

TAU: Standard Therapy (NR)Ancillary: The control group received the same treatment as intervention group, but the monitor was off.

Kihoon, 2012

CG: Interactive Rehabilitation and Exercise System (IREX) + TAU

TAU: Standard Therapy (NR)

Ancillary: NA

Kim, 2011

CG: Interactive Rehabilitation and Exercise System (IREX) + TAU

TAU: Computer assisted cognitive rehabilitation

Ancillary: NA

Kim, 2012

CG: Nintendo Wii Tennis and boxing games

TAU: Previous therapy (not specified), no therapy at the time of intervention

Ancillary: NA

Kiper, 2011

VE: Reinforced feedback in virtual environment (RFVE) system + TAU

TAU: Standard Therapy (NR)

Ancillary: Additional Standard Therapy (tailored to individual needs)

Kiper, 2014

VE: Reinforced feedback in virtual environment (RFVE) system + TAU

TAU: Standard Therapy (NR)

Ancillary: Additional Standard Therapy (tailored to individual needs)

Kong, 2016

CG: Nintendo Wii Tennis, golf, baseball, table tennis, basketball, cycling, sword play, airplane flight control and boxing games (Wii Sports and Wii Sports resort packages) + TAU

TAU: Standard Therapy consisted of physical and occupational therapy one hour a day, Monday to Friday.

Ancillary: NA

Kottink, 2014

VE: The Furball Hunt table-top rehabilitation game + TAU

Standard therapy tailored to individual needs

Ancillary: Exercises required reaching for targets, such as objects positioned on a table top, or using specific, non-(electro) mechanical equipment (bow, pegs in holes, placing disks, etc.)

Kwon, 2012

CG: Interactive Rehabilitation and Exercise System (IREX) + TAU

TAU: Standard physical and occupational therapy

Ancillary: NA

Lee, 2013

CG: Xbox Kinect + TAU

TAU: Standard occupational therapy

Ancillary: NA

Levin, 2012

VE: Virtual games and a virtual supermarket (e.g., Birds & Balls, Soccer, Volleyball, VMall) + TAU

TAU: NR

Ancillary: Occupational therapy, including exercises involving reaching for and holding cones, cups, and other objects in all motion planes with and without external loading

Piron, 2009

VE: Therapist telerehabilitation equipment (VRRS.net®), participant can observe his/her movement on the screen (augmented feedback), and observe the correct trajectory pre-recorded in the virtual scene (virtual teacher) + TAU

TAU: NR

Ancillary: Conventional physical therapy, with patients performing specific exercises (e.g. touching different targets arranged in a horizontal plane in front of them) with a strategy of progressive complexity.

Piron, 2010

VE: Reinforced feedback in a virtual environment (RFVE) system + TAU

TAU: Conventional physical therapy

Ancillary: The CT program was based on Bobath principles. The patients performed specific exercises with the upper limb with progressive complexity. First, the patients were asked to control isolated motions without postural control; subsequently, postural control was included; and finally, complex motion with postural control was practiced.

Saposnik, 2016

CG: Nintendo Wii, Wii sports and Game Party 3 packages + TAU

TAU: Standard Therapy (NR)

Ancillary: Recreational computer-generated activities (passive control)

Shin, 2014

VE: The RehabMaster game-based system + TAU

TAU: Standard Therapy (NR)

Ancillary: Occupational therapy

Shin, 2015

VE: The RehabMaster game-based system + TAU

TAU: Standard Therapy (NR)

Ancillary: Occupational therapy

Sin, 2013

CG: Xbox Kinect Microsoft + TAU

TAU: Standard Therapy (NR)

Ancillary: NA

Standen, 2017

VE: Home-based VR system with three games (Spacerace, Spongeball, Balloonpop)

TAU: Previous therapy, no therapy at the time of intervention

Ancillary: NA

Yavuzer, 2008

CG: Playstation EyeToy games (Kung-foo, goal attack, MrChef, Dig and HomeRun) + TAU

TAU: Physiotherapy, occupational therapy, speech therapy (if needed)

Ancillary: “Sham therapy” (not specified, passive control)

Yin, 2014

VE: VE of a local supermarket setting + TAU

TAU: Standard Therapy (NR)

Ancillary: NA

  1. Note: CG Commercial Gaming, NA Not Applicable, NR Not Reported, TAU Treatment as Usual, VE Virtual Environment