<?xml version="1.0" encoding="UTF-8" standalone="yes"?><oembed><version><![CDATA[1.0]]></version><provider_name><![CDATA[TBI Rehabilitation]]></provider_name><provider_url><![CDATA[https://tbirehabilitation.wordpress.com]]></provider_url><author_name><![CDATA[Kostas Pantremenos]]></author_name><author_url><![CDATA[https://tbirehabilitation.wordpress.com/author/onganalop/]]></author_url><title><![CDATA[[Abstract] Effectiveness of Virtual Reality- and Gaming-Based Interventions for Upper Extremity Rehabilitation Post-Stroke: A&nbsp;Meta-Analysis]]></title><type><![CDATA[link]]></type><html><![CDATA[<div id="abstracts" class="Abstracts u-font-serif">
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<h2 class="section-title u-h3 u-margin-l-top u-margin-xs-bottom">Abstract</h2>
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<h3 id="sectitle0015" class="u-h4 u-margin-m-top u-margin-xs-bottom">Objective</h3>
<p id="abspara0010">To investigate the efficacy of virtual reality (VR)- and gaming-based interventions for improving upper extremity function post-stroke, and to examine demographic and treatment-related factors that may moderate treatment response.</p>
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<h3 id="sectitle0020" class="u-h4 u-margin-m-top u-margin-xs-bottom">Data Sources</h3>
<p id="abspara0015">A comprehensive search was conducted within the PubMed, CINAHL/EBSCO, SCOPUS, Ovid MEDLINE and EMBASE databases for articles published between 2005 and 2019 (PROSPERO Registration number 95052).</p>
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<h3 id="sectitle0025" class="u-h4 u-margin-m-top u-margin-xs-bottom">Study Selection</h3>
<p id="abspara0020">Articles investigating gaming and VR methods of treatment for upper extremity weakness were collected with the following study inclusion criteria: 1) participants aged 18 or older with upper extremity deficits, 2) randomized controlled trials or prospective study design, 3) Downs-Black rating score of &gt;= 18, and 4) outcome measure was the Wolf Motor Functioning Test (WMFT), the Fugl-Meyer (FM) or the Action Research Arm Test (ARAT).</p>
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<h3 id="sectitle0030" class="u-h4 u-margin-m-top u-margin-xs-bottom">Data Extraction</h3>
<p id="abspara0025">Thirty-eight articles met inclusion criteria. The primary outcome was proportional improvement on the WMFT, FM, or ARAT. The following individual or treatment factors were extracted: VR/gaming dose, total treatment dose, chronicity (&gt; or &lt; 6 months), severity of motor impairment, and presence of a gaming component.</p>
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<h3 id="sectitle0035" class="u-h4 u-margin-m-top u-margin-xs-bottom">Data analysis</h3>
<p id="abspara0030">Random effects meta-analysis models were utilized to quantify 1) the proportional recovery that occurs following VR/gaming, 2) the comparative treatment effect of VR/gaming versus conventional physiotherapy, and 3) whether the benefit of virtual reality differed based on participant characteristics or elements of the treatment.</p>
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<h3 id="sectitle0040" class="u-h4 u-margin-m-top u-margin-xs-bottom">Results</h3>
<p id="abspara0035">On average, VR/gaming interventions produced an improvement of 28.5% of the maximal possible improvement. Dose and severity of motor impairment did not significantly influence rehabilitation outcomes. Treatment gains were significantly larger overall (10.8%) when the computerized training involved a gaming component versus just visual feedback. VR/gaming interventions showed a significant treatment advantage (10.4%) over active control treatments.</p>
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<h3 id="sectitle0045" class="u-h4 u-margin-m-top u-margin-xs-bottom">Conclusions</h3>
<p id="abspara0040">Overall, VR/gaming-based upper extremity rehabilitation post-stroke appears to be more effective than conventional methods. Further in-depth study of variables impacting improvement, such as individual motor presentation, treatment dose, and the relationship between the two, are needed.</p>
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<p>via <a href="https://www.sciencedirect.com/science/article/abs/pii/S0003999319314388">Effectiveness of Virtual Reality- and Gaming-Based Interventions for Upper Extremity Rehabilitation Post-Stroke: A Meta-Analysis &#8211; ScienceDirect</a></p>
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