Adie et al. (2016) |
235 participants |
Experimental group: performed 45 minutes of exercise at home, sitting, with Nintendo Wii Sports™ every day for six weeks. |
action research arm test |
There was no significant difference between the experimental and control groups. Both groups improved. |
Age: 67.4±13.3 |
Experimental group |
(n=117) |
Control group: performed 45 minutes of upper limb exercises, sitting, every day for six weeks at home. |
Control group |
(n=118) |
Acute stroke |
Afsar et al. (2018) |
35 participantes |
Experimental group: 30-minute VR training with Microsoft Xbox 360 Kinect five times a week for four weeks + 60-minute conventional therapy five times a week for four weeks. |
box and blocks test |
There was a significant improvement in the experimental group when compared to the control group. |
Age: 66.4±8.1 |
Experimental group |
(n=19) |
Control group: 60-minute conventional therapy five times a week for four weeks. |
Control group |
(n=16) |
Subacute stroke |
Askin et al. (2018) |
40 participants |
Experimental group: 20 one-hour VR training sessions with Microsoft Xbox 360 Kinect five times a week for four weeks + 20 physical therapy sessions five days a week for four weeks. |
box and blocks test |
Both groups improved significantly. There was no between-group analysis. |
Age: 54.9±10.5 |
Experimental group |
(n=20) |
Control group: 20 conventional therapy sessions, five days a week for four weeks. |
Control group |
(n=20) |
Chronic stroke |
Brunner et al. (2017) |
120 participantes |
Experimental group: 60-minute VR training with Microsoft Xbox 60 Kinect from four to five times a week for four weeks + conventional therapy. |
action research arm test and box and blocks test |
There was no significant difference between the experimental and control groups. Both groups improved. |
Age: 62 |
Experimental group |
(n=62) |
Control group: 60-minute standardized exercises with emphasis on task-oriented practice four to five times a week for four weeks + conventional therapy. |
Control group |
(n=58) |
Subacute stroke |
Choi et al. (2014) |
20 participants |
Experimental group: VR training with the Nintendo Wii game for 30 minutes a day five times a week for four weeks. |
box and blocks test |
Both groups significantly improved. There was no analysis between groups. |
Age: 64.5±10.8 |
Experimental group |
(n=10) |
Control group: conventional therapy five times a week for 30 minutes for four weeks. |
Control group |
(n=10) |
Subacute stroke |
Givon et al. (2015) |
47 participants |
Experimental group: VR training with Microsoft Xbox Kinect, Sony PlayStation 2 Eye Toy, Sony PlayStation 3 Move, Nintendo Wii Fit, and the SeeMe VR system with two one-hour sessions per week for three months. |
action research arm test |
There was no significant difference between the experimental and control groups. Both groups improved. |
Age: 59.4±9.3 |
Experimental group |
(n=23) |
Control group: conventional therapy with two one-hour sessions per week for three months. |
Control group |
(n=24) |
Chronic stroke |
Hung et al. (2019) |
33 participants |
Experimental group: VR training with Kinect 2 Scratch with 30-minute 24 sessions for 12 weeks + 45 minutes of manual function training and daily activities. |
wolf motor function test |
There was no significant difference between experimental and control groups. Both groups improved. |
Age: 59 |
Experimental group |
(n=17) |
Control group: 24 30-minute conventional therapy sessions for 12 weeks + 45 minutes of manual function training and daily activities. |
Control group |
(n=16) |
Chronic stroke |
In et al. (2012) |
19 participants |
Experimental group: 30-minute VR training five days a week for four weeks + conventional therapy. |
box and blocks test |
There was no significant difference between the experimental and control groups. Both groups improved. |
Age: 64±12.2 |
Experimental group |
(n=11) |
Control group: conventional therapy. |
Control group |
(n=8) |
Chronic stroke |
Jo et al. (2012) |
29 participants |
Experimental group: VR training with the game Interactive Rehabilitation and Exercise System for 60 minutes a day five times a week for four weeks + conventional therapy three times a week for 30 minutes for four weeks. |
wolf motor function test |
No group improved significantly. There was no analysis between groups. |
Age: 64±7.1 |
Experimental group |
(n=15) |
Control group: conventional therapy three times a week for 30 minutes for four weeks. |
Control group |
(n=14) |
Chronic stroke |
Kong et al. (2016) |
105 participants |
Experimental group 1: VR training with the Nintendo Wii Sports game™ for 12 60-minute sessions four times a week for three weeks + one hour of conventional therapy daily. |
action research arm test |
There was no significant differences among experimental and control groups. All groups improved. |
Mean age: |
57.6±11.4 |
Experimental group 1 |
Experimental group 2: 12 60-minute stretching, strengthening, and range of motion exercises; task-specific training; and upper limb skill training sessions four times a week for three weeks + one hour of conventional therapy daily. |
(n=35) |
Experimental group 2 |
(n=35) |
Control group: one hour of conventional therapy daily. |
Control group |
(n=35) |
Acute stroke |
Lee et al. (2013) |
24 participants |
Experimental group: VR asymmetric training 30 minutes a day, five days a week for four weeks + 30-minute conventional therapy twice a day, five days a week for four weeks. |
box and blocks test |
There was a significant improvement in the experimental group when compared to control. |
Age: 61.9±10 |
Experimental group |
(n=12) |
Control group: conventional therapy twice a day, five times a week for 30 minutes for four weeks. |
Control group |
(n=12) |
Chronic stroke |
Lee et al. (2016) |
18 participants |
Experimental group: upper extremity bilateral exercises in a VR environment in 30-minute sessions thrice a week for six weeks. |
box and blocks test |
There was a significant improvement in the experimental group when compared to control. |
Age: 71.3±7.3 |
Experimental group |
(n=10) |
Experimental group: upper extremity bilateral exercises in 30-minute sessions thrice a week for six weeks. |
Control group |
(n=8) |
Chronic stroke |
McNulty et al. (2015) |
41 participants |
Experimental group: VR training with Nintendo Wii for 10 consecutive 60-minute sessions. |
wolf motor function test |
There was no significant difference between the experimental and control groups. Both groups improved. |
Age: 58 ± 15.4 |
Experimental group |
(n=21) |
Control group: induced containment therapy with containment for 90% of the day and continuous activity training of 15 to 20 minutes. |
Control group |
(n=20) |
Chronic stroke |
Saposnik et al. (2016) |
141 participants |
Experimental group: non-immersive VR training with Nintendo Wii for 10 60-minute sessions. |
wolf motor function test |
There was no significant difference between the experimental and control groups. Both groups improved. |
Age: 62±12.5 |
Experimental group |
(n=71) |
Control group: recreational games (card games or bingo, for example) for 10 60-minute sessions for two weeks. |
Control group |
(n=70) |
Acute stroke |
Schuster-Amft et al. (2018) |
54 participants |
Experimental group: 45-minute VR training four days a week for four weeks + conventional therapy. |
box and blocks test |
There was no significant difference between the experimental and control groups. Both groups improved. |
Age: 61.3±12.3 |
Experimental group |
(n=22) |
Control group: 45-minute conventional therapy four times a week for four weeks. |
Control group |
(n=32) |
Chronic stroke |
Shin et al. (2016) |
46 patients |
Experimental group: VR training with RAPAEL Smart Glove™, with 20 30-minute sessions for four weeks + conventional therapy for 30 minutes. |
Jebsen-Taylor hand function test |
There was a significant improvement in the experimental group when compared to control. |
Age: 58.5±11.7 |
Experimental group |
(n=24) |
Control group: same category of movements without VR, with 20 30-minute sessions for four weeks + conventional therapy for 30 minutes. |
Control group |
(n=22) |
Chronic stroke |
Sin & Lee (2013) |
40 participants |
Experimental group: VR training with Microsoft Xbox Kinect thrice a week for 30 minutes for six weeks + conventional therapy thrice a week for 30 minutes for six weeks. |
box and blocks test |
There was a significant improvement in the experimental group when compared to control. |
Age: 73.7±7.5 |
Experimental group |
(n=20) |
Control group: conventional therapy three times a week for 30 minutes for six weeks. |
Control group |
(n=20) |
Chronic stroke |
Subramanian et al. (2013) |
32 participants |
Experimental group: VR training with Computer Assisted Rehabilitation Environment for 45 minutes thrice a week for four weeks. |
wolf motor function test |
There was a significant improvement in the experimental group when compared to control. |
Age: 61±10.4 |
Experimental group |
(n=16) |
Control group: same category of movements without VR for 45 minutes thrice a week for four weeks. |
Control group |
(n=16) |
Chronic stroke |