Effectiveness of Virtual Reality in Children With Cerebral Palsy: A Systematic Review and Meta-Analysis of Randomized Controlled Trials
Open accessAbstract
Background: Researchers recently investigated the effectiveness of virtual reality (VR) in helping children with cerebral palsy (CP) to improve motor function. A systematic review of randomized controlled trials (RCTs) using a meta-analytic method to examine the effectiveness of VR in children with CP was thus needed. Purpose: The purpose of this study was to update the current evidence about VR by systematically examining the research literature. Data Sources: A systematic literature search of PubMed, CINAHL, Cochrane Central Register of Controlled Trials, ERIC, PsycINFO, and Web of Science up to December 2016 was conducted. Study Selection: Studies with an RCT design, children with CP, comparisons of VR with other interventions, and movement-related outcomes were included. Data Extraction: A template was created to systematically code the demographic, methodological, and miscellaneous variables of each RCT. The Physiotherapy Evidence Database (PEDro) scale was used to evaluate the study quality. Effect size was computed and combined using meta-analysis software. Moderator analyses were also used to explain the heterogeneity of the effect sizes in all RCTs. Data Synthesis: . The literature search yielded 19 RCT studies with fair to good methodological quality. Overall, VR provided a large effect size (d = 0.861) when compared with other interventions. A large effect of VR on arm function (d = 0.835) and postural control (d = 1.003) and a medium effect on ambulation (d = 0.755) were also found. Only the VR type affected the overall VR effect: an engineer-built system was more effective than a commercial system. Limitations: The RCTs included in this study were of fair to good quality, had a high level of heterogeneity and small sample sizes, and used various intervention protocols. Conclusions: Then compared with other interventions, VR seems to be an effective intervention for improving motor function in children with CP.
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TL;DR
This systematic review and meta-analysis of 19 studies (20 RCTs; 504 children with CP) found that VR intervention produced a strong overall effect on motor function compared with conventional therapy or controls (d = 0.861; 95% CI = 0.51–1.22). Effects were large for activity and postural control, medium for body structure/function, and small for participation, with engineer-built VR systems outperforming commercial systems.
Key findings
- Across all studies, VR showed a strong effect (d = 0.861; 95% CI = 0.51–1.22), with large heterogeneity (I² = 70%; Q = 60.36; P < .000001). Trim-and-fill correction shifted the overall effect size from 0.861 to 0.724; excluding 4 studies with effect sizes larger than 2.000 shifted it from 0.861 to 0.510.
- By ICF component: body structure and function d = 0.672 (8 studies; 95% CI = 0.364–0.980), activity d = 0.899 (19 studies; 95% CI = 0.530–1.267), and participation d = 0.408 (3 studies; 95% CI = 0.078–0.738).
- By motor function: arm function d = 0.835 (13 RCTs; 95% CI = 0.388–1.282), ambulation d = 0.755 (8 studies; 95% CI = 0.348–1.161), and postural control d = 1.003 (10 studies; 95% CI = 0.503–1.502).
- VR system was a significant moderator overall (P = .05): engineer-built systems d = 1.572 versus commercially available systems d = 0.628. For arm function, VR system, children’s age, and daily dosage were significant (P = .03, P = .01, P = .04); for ambulation, CP type, age, and PEDro score were significant (P = .02, P = .037, P = .0002); for postural control, no moderators reached significance.
Methods
- PRISMA-guided systematic review and meta-analysis; databases searched in December 2016 were PubMed, CINAHL, Cochrane Central Register of Controlled Trials, ERIC, PsycINFO, and Web of Science, plus manual reference-list searching. Inclusion criteria were children with CP aged birth to 21 years, RCT or randomized cross-over design, comparison of VR with conventional therapy or control, motor-function outcomes, and English or Chinese language.
- From 418 nonoverlapping articles, 31 RCTs were retrieved for full evaluation; 19 studies (20 RCTs) with 504 participants, published 2002–2016, were included. Quality was assessed with the PEDro scale; scores ranged from 4 to 8, indicating fair to good quality.
- Effect sizes were calculated as Cohen d, combined with a random-effects model, classified by the ICF model and by motor function (arm function, ambulation, postural control), and examined with subgroup/meta-regression analyses for 10 potential moderators. Publication bias was assessed with funnel plots and Duval-Tweedie trim-and-fill correction.
Limitations
- Stated: the included RCTs were fair to good in quality, with high heterogeneity and various intervention protocols; sample sizes in each RCT were relatively small; a large-scale, multi-site RCT with a more homogenous participant group of similar age and diagnosis is needed.
- Stated/evident: publication bias was assessed and minor asymmetry was noted in the overall and arm-function analyses, with trim-and-fill corrections reducing effect sizes; some subgroup analyses had few studies (participation, 3 studies; ambulation, 8 studies; postural control, 10 studies), and the paper notes that nonsignificant dosage findings in ambulation and postural control may be due to too few studies.
- Evident from the text: the search was limited to December 2016 and to English or Chinese publications; several RCTs were combined or excluded because of insufficient data, and PEDro scores ranged from 4 to 8, indicating fair-to-good but not excellent methodological quality.
Model-written summary. Check it against the paper before relying on it.
Integrity signals
Registry
Cites
Statistics
Claims the paper makes
0 of 75 cited sources checked · 0 supported · 0 flagged
- Findingreasoning
Thirty-one randomized controlled trials were retrieved for full evaluation.
“Thus, a total of 31 RCTs were retrieved for full evaluation (Fig. 1).”
Quote in the paperSubstantial claim - Findingreasoning
Nineteen studies reported in twenty randomized controlled trials, published between 2002 and 2016, were included in the review.
“Therefore, a total of 19 studies (in 20 RCTs) that were published between 2002 and 2016 were included in this review.41-44,46-61”
Quote in the paperSubstantial claim0 of 10 sources checked- cites [41] Chen, 2013, Efficacy of home-based virtual cycling training on bone mineral density in ambulatory children with cerebral palsy, Osteoporos Int source
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- cites [42] Chen, 2012, Muscle strength enhancement following home-based virtual cycling training in ambulatory children with cerebral palsy, Res Dev Disabil source
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- cites [43] James, 2015, Randomized controlled trial of web-based multimodal therapy for unilateral cerebral palsy to improve occupational performance, Dev Med Child Neurol source
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- cites [44] Mitchell, 2016, A randomized controlled trial of web-based training to increase activity in children with cerebral palsy, Dev Med Child Neurol source
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- cites [46] Sharan, 2012, Virtual reality based therapy for post operative rehabilitation of children with cerebral palsy, Work source
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- cites [47] Rostami, 2012, Effects of modified constraint-induced movement therapy in virtual environment on upper-limb function in children with spastic hemiparetic cerebral palsy: a randomised controlled trial, NeuroRehabilitation source
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- cites [48] Acar, 2016, Efficacy of neurodevelopmental treatment combined with the Nintendo® Wii in patients with cerebral palsy, J Phys Ther Sci source
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- cites [49] AlSaif, 2015, Effects of interactive games on motor performance in children with spastic cerebral palsy, J Phys Ther Sci source
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- cites [50] Atasavun Uysal, 2016, Effects of Nintendo WiiTM training on occupational performance, balance, and daily living activities in children with spastic hemiplegic cerebral palsy: a single-blind and randomized trial, Games Health J source
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- cites [51] Chiu, 2014, Upper limb training using Wii Sports Resort for children with hemiplegic cerebral palsy: a randomized, single-blind trial, Clin Rehabil source
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- Findingown data
All included studies except four showed at least one positive change in at least one outcome variable with VR intervention.
“All of the studies but 4 51,55,57,58 showed at least 1 positive change in 1 outcome variable (Tab.2) with VR intervention.”
Quote in the paperNot a substantial claim0 of 3 sources checked- cites [51] Chiu, 2014, Upper limb training using Wii Sports Resort for children with hemiplegic cerebral palsy: a randomized, single-blind trial, Clin Rehabil source
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- cites [55] Reid, 2006, The use of virtual reality with children with cerebral palsy: a pilot randomized trial, Ther Recreation J
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- cites [57] Sajan, 2017, Wii-based interactive video games as a supplement to conventional therapy for rehabilitation of children with cerebral palsy: a pilot, randomized controlled trial, Dev Neurorehabil source
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- Findingown data
For arm function, studies using engineer-built VR systems had a larger effect than those using commercial systems, with effect sizes of 2.162 and 0.491 respectively.
“Studies using an engineer-built VR system had a larger effect size than studies using a commercially available VR system (d = 2.162 for engineer-built systems; d = 0.491 for commercially available VR systems).”
Quote in the paperSubstantial claim - Findingown data
For the activity ICF component, the pooled effect was large, with an effect size of 0.899 and a 95% confidence interval of 0.530 to 1.267 across nineteen studies.
“a large effect by the activity component (19 studies; d = 0.899; 95% CI = 0.530-1.267)”
Quote in the paperSubstantial claim
- Findingown data
For the participation ICF component, the pooled effect was small, with an effect size of 0.408 and a 95% confidence interval of 0.078 to 0.738 across three studies.
“and a small effect by the participation component (3 studies; d = 0.408; 95% CI = 0.078-0.738).”
Quote in the paperSubstantial claim - Findingown data
For the body structure and function ICF component, the pooled effect was medium, with an effect size of 0.672 and a 95% confidence interval of 0.364 to 0.980 across eight studies.
“a medium effect was found when measured by the body structure and function component (8 studies; d = 0.672; 95% CI = 0.364-0.980)”
Quote in the paperSubstantial claim - Findingown data
Thirteen randomized controlled trial studies included outcome variables measuring arm function.
“There were 13 RCT studies that included outcome variables measuring arm function.”
Quote in the paperSubstantial claim - Findingown data
For postural control, none of the examined moderators reached statistical significance.
“For the subgroups and meta-regression analyses, none of the moderators reached statistical significance.”
Quote in the paperNot a substantial claim - Findingown data
Across studies of arm function, VR had a strong effect, with an effect size of 0.835 and a 95% confidence interval of 0.388 to 1.282.
“Across all studies, there was a strong effect (d = 0.835; 95% CI = 0.388-1.282)(Fig. 3a shows a forest plot).”
Quote in the paperSubstantial claim - Findingown data
Ten studies included outcome variables measuring postural control.
“There were 10 studies that included outcome variables that mea sured postural control.”
Quote in the paperSubstantial claim - Findingown data
Eight studies included outcome variables measuring ambulation function.
“There were 8 studies that included outcome variables that measured ambulation function.”
Quote in the paperSubstantial claim - Findingown data
For arm function, there was a statistically significant positive linear relationship between daily dosage and effect size, with a slope of 0.01027, meaning larger daily doses had larger effects.
“A statistically significant positive linear relationship was found between daily dosage and study effect size: the larger the daily dosage was, the larger the effect size was (slope = 0.01027).”
Quote in the paperSubstantial claim - Findingown data
No publication bias was found for the postural control meta-analysis.
“There was no publication bias.”
Quote in the paperNot a substantial claim - Findingown data
When four studies with effect sizes larger than 2.000 were excluded, the overall effect size shifted from 0.861 to 0.510.
“When excluding the 4 studies (Rostami 2012_1 and Rostami 2012_2, 47 Reid, 54 and Tarakci et al 59 ) with ES larger than 2.000, the overall effect size shifted from 0.861 to 0.510.”
Quote in the paperNot a substantial claim0 of 3 sources checked- cites [47] Rostami, 2012, Effects of modified constraint-induced movement therapy in virtual environment on upper-limb function in children with spastic hemiparetic cerebral palsy: a randomised controlled trial, NeuroRehabilitation source
Not checked in the free run.
- cites [54] Reid, 2002, Changes in seated postural control in children with cerebral palsy following a virtual play environment intervention: a pilot study, Israel J Occup Ther
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- cites [59] Tarakci, 2016, Effects of Nintendo Wii-Fit® video games on balance in children with mild cerebral palsy, Pediatr Int source
Not checked in the free run.
- Findingown data
When grouped by movement function, VR had a large effect on postural control (d=1.003).
“d = 1.003 for postural control”
Quote in the paperSubstantial claim - Findingown data
In the meta-analysis, VR had a medium effect on body structure and function outcomes (d=0.672).
“When outcome measures in our review were classified based on the ICF model, a medium effect size was found for the body structure and function component (d = 0.672)”
Quote in the paperSubstantial claim - Findingown data
VR had a large effect on activity outcomes (d=0.899).
“a large effect size was found for the activity component (d = 0.899)”
Quote in the paperSubstantial claim - Findingown data
When grouped by movement function, VR had a large effect on arm function (d=0.835).
“d = 0.835 for arm function”
Quote in the paperSubstantial claim - Findingown data
VR had a small effect on participation outcomes (d=0.408).
“but a small effect size was found for the participation component (d = 0.408).”
Quote in the paperSubstantial claim - Findingown data
When grouped by movement function, VR had a medium-to-large effect on ambulation (d=0.755).
“a medium to large effect on ambulation (d = 0.755).”
Quote in the paperSubstantial claim - Findingown data
This review did not find a similar dosage trend for ambulation and postural control.
“However, we did not find this similar trend in ambulation and postural control function.”
Quote in the paperSubstantial claim - Findingown data
Commercial VR systems achieved a medium effect size (d=0.619).
“When carefully examining the effect size in the commercial systems, they reached a medium effect size (d = 0.619)”
Quote in the paperSubstantial claim - Findingown data
In included studies, an 80- to 90-minute daily VR dosage was associated with large effects (d=1.270 to 5.576).
“the daily dosages of Ren et al 56 and Rostami et al 47 were 80 to 90 minutes, with a large effect (d ranged from 1.270 to 5.576).”
Quote in the paperSubstantial claim - Findingreasoning
Most included studies used VR to train arm function and postural control.
“In addition, the majority of the studies used VR in training arm function and postural control.”
Quote in the paperNot a substantial claim - Findingown data
In included studies, a 30-minute daily VR dosage was associated with small or almost no effect (d=0.342 and 0.272).
“the daily dosage of James et al 43 and Zoccolillo et al 61 was 30 minutes, with small or almost no effect (d = 0.342 and d = 0.272, respectively)”
Quote in the paperSubstantial claim - Findingown data
In this review, VR effect on arm function was negatively associated with age, with younger children showing better effects.
“In our review, VR effect had a negative linear association with children's age in arm function and ambulation: the younger the children, the better the effect.”
Quote in the paperSubstantial claim - Findingown data
In this review, VR effect on ambulation was negatively associated with age, with younger children showing better effects.
“In our review, VR effect had a negative linear association with children's age in arm function and ambulation: the younger the children, the better the effect.”
Quote in the paperSubstantial claim - Findingreasoning
This review found a trend that engineer-built VR systems were more effective than commercial systems.
“Our findings showed a trend that use of an engineer-built system was more effective than using a commercial system.”
- Also stated in: § Discussion · hedged
“Although using an engineer-built VR system may have a better effect”
Quote in the paperNot a substantial claim - Also stated in: § Discussion · hedged
- Premisenone given
Previously published systematic reviews on this topic included only a small number of randomized trials, between three and seven.
“All these published systematic reviews included very few RCTs (3-7 RCTs only).”
Quote in the paperSubstantial claim - Premisenone given
Before this review, no meta-analytic systematic review had examined the effectiveness of VR in children with CP, apart from the authors' earlier work on arm function.
“To the best of our knowledge, no systematic reviews using a meta-analytic method (ie, using statistical method to compute and combine data from multiple studies) 21,22 to examine the effectiveness of VR in children with CP have ever been published, except for our own work in arm function.”
Quote in the paperSubstantial claim - Premisecitation
The authors' earlier meta-analysis found that VR produced a strong overall effect size of 1.00 when comparing post-VR with pre-VR interventions in children with CP.
“In our previous meta-analysis, 16 which included 3 randomized controlled trials (RCTs) and 11 case series that examined the effect of VR on arm function in children with CP, we found VR overall provided a strong effect size (d = 1.00) when comparing between post-VR and pre-VR interventions.”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites [16] Chen, 2014, Effect of virtual reality on imporving upper-extremity function in children with cerebral palsy: a meta-analysis., Pediatr Phys Ther source
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- Premisenone given
At least twenty randomized trials had been published since the most recent systematic reviews searched their databases.
“At least 20 studies using RCT design have been published since the databases were accessed by the authors of the most recently published systematic reviews.”
Quote in the paperSubstantial claim - Premisecitation
Augmented feedback from VR, such as seeing one's own movements during play, can enhance motor learning, especially in children with CP whose intrinsic sensory feedback may be impaired.
“The augmented feedback provided by the VR system such as seeing own movements during play can enhance motor learning, especially in children with CP whose intrinsic feedback from their sensory system might be impaired.12,13”
Quote in the paperSubstantial claim0 of 2 sources checked - Premisecitation
Animated VR environments can provide a simulated setting for children to practice skills that may not be feasible in the real world.
“Also, the animated environment provided by VR can vividly provide a simulated environment for children to practice some skills that may not be feasible to do in the real world.13”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites [13] Weiss, 2006, Virtual reality applications in neurorehabilitation source
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- Interpretationreasoning
VR gaming features allow children to repeatedly practice the same task with many more repetitions without noticing.
“All these perspectives can be achieved via training in VR: the gaming features of the VR provide children the ability to repeatedly practice the same task with a greater number of repetitions without noticing.”
Quote in the paperSubstantial claim - Premisecitation
Motor skill learning in children with CP requires hundreds of repetitions per day of a challenging functional task to produce structural neurological change.
“From the motor learning perspectives, when children with CP learn a motor skill, it required hundreds of repetitions per day of a challenging functional task to lead to structural neurological change.62,63”
Quote in the paperSubstantial claim0 of 2 sources checked - Premisecitation
A child with CP playing the PlayStation 2 Eye Toy game Slap Stream could repeat reaching movements at least 150 times in a three-minute interval without noticing.
“For example, when a child with CP played a PlayStation 2 Eye Toy game called Slap Stream, the child could repeat reaching movements at least 150 times in a 3-minute interval without notice.15”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites [15] Chen, 2007, Use of virtual reality to improve upper-extremity control in children with cerebral palsy: a single-subject design, Phys Ther source
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- Premisecitation
The more similar a VR environment is to the real world, the better the transfer of motor skill.
“The more similar the VR is toward the real-world environment, the better transfer in motor skill.13,14”
Quote in the paperNot a substantial claim0 of 2 sources checked - Premisecitation
Motor learning is promoted with better retention when practice conditions resemble the contexts in which the task will be performed.
“Moreover, if motor learning occurred when the practice conditions are as similar as the contexts where the task would be performed, the learning will be promoted with better retention effect.[12][13][14]”
Quote in the paperSubstantial claim0 of 3 sources checked- cites [12] Levac, 2014, Motor learning and virtual reality source
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- cites [13] Weiss, 2006, Virtual reality applications in neurorehabilitation source
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- cites [14] Bossard, 2008, Transfer of learning in virtual environments: a new challenge?, Virtual Real source
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- Interpretationreasoning
VR appeared more effective in children with CP than in adults with stroke.
“Interestingly, VR effect seemed to be more effective in children with CP than in patients with stroke.”
Quote in the paperNot a substantial claim - Premisecitation
Movement accuracy is better with external attention cues than with internal attention cues.
“Movement accuracy was also better with the external attention cues rather than with the internal attention cues.66”
Quote in the paperSubstantial claim0 of 1 sources checked- cites [66] Wulf, 2007, An external focus of attention enhances golf shot accuracy in beginners and experts, Res Q Exerc Sport source
Not checked in the free run.
- Premisecitation
Laver et al's Cochrane review found almost no VR effect on global motor function in adults with stroke (d=0.14).
“almost no effect on global motor function (d = 0.14)”
Quote in the paperSubstantial claim0 of 2 sources checked- cites Laver et al
Not checked in the free run.
- cites [68] Laver, 2015, Virtual reality for stroke rehabilitation, Cochrane Database Syst Rev
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- Interpretationreasoning
When children with CP played VR games, they generally attended to the games rather than to their own body movements, using external attention cues.
“When children with CP played VR games in general, they did not pay attention to their own body movements, but instead, they paid”
Quote in the paperNot a substantial claim - Premisecitation
Laver et al's Cochrane review found a small VR effect on activities of daily living in adults with stroke (d=0.43).
“a small effect on activity of daily living (d = 0.43)”
Quote in the paperNot a substantial claim0 of 2 sources checked- cites Laver et al
Not checked in the free run.
- cites [68] Laver, 2015, Virtual reality for stroke rehabilitation, Cochrane Database Syst Rev
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- Premisecitation
Laver et al's Cochrane review found almost no VR effect on gait speed in adults with stroke (d=0.07).
“almost no effect on gait speed (d = 0.07)”
Quote in the paperSubstantial claim0 of 2 sources checked- cites Laver et al
Not checked in the free run.
- cites [68] Laver, 2015, Virtual reality for stroke rehabilitation, Cochrane Database Syst Rev
Not checked in the free run.
- Interpretationreasoning
An advantage of VR is that game difficulty can be adjusted easily.
“An advantage of using VR is how easy it is to adjust game difficulty.”
Quote in the paperNot a substantial claim - Premisecitation
Laver et al's Cochrane review found a small VR effect on arm function in adults with stroke (d=0.28).
“a Cochrane systematic review by Laver et al indicated a small effect of using VR on arm function in adults with stroke (d = 0.28)”
Quote in the paperNot a substantial claim0 of 2 sources checked- cites Laver et al
Not checked in the free run.
- cites [68] Laver, 2015, Virtual reality for stroke rehabilitation, Cochrane Database Syst Rev
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- Interpretationcitation
The arm-function effect in this review is consistent with the previous meta-analysis by Chen et al, which reported d=1.00.
“The effect of using VR on arm function is quite consistent with our previous meta-analysis (d = 1.00 in Chen et al 16 ), which included 3 RCTs and 11 case series.”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites Chen et al 16
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- Premisecitation
In the United States, about 84% of children aged 2 to 17 play video games.
“In the United States, around 84% of children between the ages of 2 and 17 are gamers”
Quote in the paperSubstantial claim0 of 1 sources checked- cites [69] The NPD Group, Inc, 2017
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- Premisecitation
Motivation has been recognized as an important reason why VR works.
“In addition, motivation has been recognized as an important reason in explaining why VR works.11”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites [11] Levac, 2012, Defining the active ingredients of interactive computer play interventions for children with neuromotor impairments: a scoping review, Res Dev Disabil source
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- Study design and conductnone given
The sample size in each included RCT was relatively small.
“The sample size in each RCT was relatively small.”
Quote in the paperSubstantial claim - Premisecitation
Arpino et al found a large effect (d=1.32) for intensive intervention compared with nonintensive rehabilitation in children with CP.
“When comparing more intensive interventions with nonintensive rehabilitation treatment for children with CP, a large effect size with intensive intervention (d = 1.32) compared with the nonintensive therapy.”
Quote in the paperSubstantial claim0 of 1 sources checked- cites Arpino et al. 73
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- Interpretationcitation
Weiss et al's model can help explain why this review found only a small participation effect.
“Weiss et al 13 have proposed a model to explain VR-based rehabilitation within the context of terminology from the ICF model, which can help to explain why we found only small effect in participation level.”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites Weiss et al 13
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- Study design and conductnone given
There was high heterogeneity among included studies.
“with high heterogeneity among studies”
Quote in the paperSubstantial claim - Interpretationcitation
Engineer-built systems may provide more task-specific training than commercial systems.
“Engineer-built system might also have the flexibility to provide a more task-specific training than the commercial systems.70”
Quote in the paperSubstantial claim0 of 1 sources checked- cites [70] Guadagnoli, 2004, Challenge point: a framework for conceptualizing the effects of various practice conditions in motor learning, J Mot Behav source
Not checked in the free run.
- Study design and conductnone given
The quality of included studies was fair to good.
“the quality of the research studies included in this review was fair to good”
Quote in the paperNot a substantial claim - Interpretationreasoning
Engineer-built systems can better meet children's special needs by adjusting game difficulty and training goals.
“As expected, an engineer-built system can meet the children's special needs through better adjustment of game difficulty and training goals.”
Quote in the paperSubstantial claim - Study design and conductnone given
This meta-analysis improved evidence quality by including only RCTs.
“Our current meta-analysis has improved the quality of evidence by only including research with RCT design.”
Quote in the paperSubstantial claim - Interpretationcitation
Engineer-built systems can provide optimal challenge for skill learning in children with CP.
“The use of engineer-built system can provide optimal challenge of the skill difficulty to children with CP to obtain the optimal learning of the skill (challenge point theory).70”
Quote in the paperSubstantial claim0 of 1 sources checked- cites [70] Guadagnoli, 2004, Challenge point: a framework for conceptualizing the effects of various practice conditions in motor learning, J Mot Behav source
Not checked in the free run.
- Interpretationcitation
The finding that intensive upper-extremity practice dosage produced better effects than low dosage is consistent with Arpino et al's meta-analysis.
“Our finding that intensive practice dosage in training upper extremity function in children with CP showed a better effect than low practice dosage was consistent with findings in the meta-analysis of Arpino et al. 73”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites Arpino et al. 73
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- Interpretationreasoning
The required number of repetitions is very challenging to achieve in a single therapeutic session.
“The required number of repetitions is very challenging to achieve in a single therapeutic session.”
Quote in the paperSubstantial claim - Premisecitation
Improving arm function requires hundreds of repetitions per day of a challenging functional task to produce structural neurological change.
“Human studies have shown that improving arm function requires hundreds of repetitions per day of a challenging functional task to lead to structural neurological change.70”
Quote in the paperSubstantial claim0 of 1 sources checked- cites [70] Guadagnoli, 2004, Challenge point: a framework for conceptualizing the effects of various practice conditions in motor learning, J Mot Behav source
Not checked in the free run.
- Classified as probably not a substantial claim. 28
- May combine two claims. 41
- The quote only partly states this claim. 2
Probably not a substantial claim: may not pass S3 (load-bearing).
Findingown dataThe database searches identified 418 nonoverlapping published articles.
“A total of 418 nonoverlapping published articles were found from the database searches.”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S3 (load-bearing).
Findingown dataThe nineteen included studies had 504 participants in total.
“There were 504 participants in the 19 studies.”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.
Findingown dataWhen outcomes were classified by the ICF model, nine studies had activity-only outcomes, seven had body structure plus activity outcomes, two had activity plus participation outcomes, and one had outcomes in all components.
“When classifying outcome measures based on the ICF model (Tab.2), the majority (9 studies) included outcome in the activity component only, 7 studies contained body structure and activity components, 2 studies contained activity and participation components, and 1 contained all components.”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.
Findingown dataAcross the included studies, total VR intervention duration ranged from 8 to 80 hours, daily dosage from 20 to 90 minutes, intervention length from 4 to 20 weeks, and frequency from once weekly to seven days weekly.
“VR intervention over the entire study ranged from 8 to 80 hours, and the daily dosage ranged from 20 minutes to 90 minutes.Intervention length ranged from 4 weeks to 20 weeks, and treatment frequency ranged from once per week to 7 d/wk.”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S3 (load-bearing).
Findingown dataThe average age of participants across the included studies ranged from 4.6 to 12.1 years.
“The average age of participants ranged from 4.6 to 12.1 years.”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.
Findingown dataVR intervention was delivered mostly in clinics (nine studies), followed by laboratories (six studies) and homes (four studies).
“VR intervention was offered mostly in clinics (9 studies), followed by in the laboratory (6 studies) and home (4 studies).”
Quote in the paperNot a substantial claimMay combine two claims.
Findingown dataPEDro scores of the included randomized trials ranged from 4 to 8, indicating fair to good methodological quality.
“The PEDro quality scores for the studies ranged from 4 to 8 (4 studies with a score of 4, 4 studies with a score of 5, 3 studies with a score of 6, 3 studies with a score of 7, and 5 studies with a score of 8), indicating that the quality of the RCTs included in this meta-analysis was fair to good.”
Quote in the paperNot a substantial claimThe quote only partly states this claim.
Findingown dataAcross all included studies, VR intervention had a strong effect on motor function in children with CP compared with conventional therapy or controls, with an effect size of 0.861 and a 95% confidence interval of 0.51 to 1.22.
“Across all studies, there was a strong effect (d = 0.861; 95% CI = 0.51-1.22) of VR intervention in children with CP.”
- Also stated in: § Discussion · boosted
“In general, when combining all outcome measures of all studies, virtual reality intervention showed a strong effect in improving motor function in children with CP when comparing with conventional therapy or controls (d = 0.861).”
Quote in the paperSubstantial claim- Also stated in: § Discussion · boosted
Probably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.
Findingown dataNine included studies had a matched-dose comparison group, while ten did not.
“Nine studies had a matched-dose comparison group, whereas 10 studies did not.”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S3 (load-bearing).
Findingown dataNintendo Wii was the most commonly used VR system, used in nine of the nineteen studies.
“The mostly commonly used VR system was Nintendo Wii (9/19 studies).”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.
Findingown dataThe included studies focused on arm function only in eight studies, postural control only in two, postural control plus ambulation in four, postural control plus arm function in one, arm function plus ambulation in one, and all three domains in four.
“The focus of the outcome measures included arm function only (8 studies); postural control only (2 studies); combination of postural control and ambulation (4 studies); combination of postural control and arm function (1 study); combination of arm function and ambulation (1 study); and combination of arm function, postural control, and ambulation (4 studies).”
Quote in the paperNot a substantial claimMay combine two claims.
Findingown dataThe overall meta-analysis showed large heterogeneity, with an I-squared value of 70% and Q of 60.36.
“Not surprisingly, we also found large heterogeneity among the studies as the value of I 2 was 70% (Q = 60.36;P <.000001).”
Quote in the paperNot a substantial claimMay combine two claims.
Findingown dataThe postural control meta-analysis showed large heterogeneity, with an I-squared value of 67% and Q of 27.50.
“We found large heterogeneity among the studies as the value of I 2 was 67% (Q = 27.50;P = .001).”
Quote in the paperNot a substantial claimMay combine two claims.
Findingown dataFor ambulation, the overall effect size was 0.755 with a 95% confidence interval of 0.348 to 1.161, indicating a medium to large effect.
“The overall effect size was 0.755 (95% CI = 0.348-1.161),indicating a medium to large effect size (Fig. 3b).”
Quote in the paperSubstantial claimMay combine two claims.
Findingown dataFor postural control, the overall effect size was 1.003 with a 95% confidence interval of 0.503 to 1.502, indicating a large effect.
“The overall effect size was 1.003 (95% CI = 0.503-1.502),indicating a large effect size (Fig. 3c).”
Quote in the paperSubstantial claimMay combine two claims.
Findingown dataFor ambulation, studies including children with diplegia or mixed CP type had better effects than studies including only children with hemiplegia, with effect sizes of 1.064, 0.883, and 0.249 respectively.
“Studies that included children with diplegia or mixed type seemed to have a better effect than studies that included only children with hemiplegia (d = 1.064 for diplegia, d = 0.883 for mixed type, and d = 0.249 for hemiplegia).”
Quote in the paperSubstantial claimMay combine two claims.
Findingown dataThe overall funnel plot showed minor asymmetry, and the trim-and-fill correction shifted the overall effect size from 0.861 to 0.724.
“Minor asymmetry was noted in the plot, and the Duval-Tweedie trim and fill correction was used to correct the overall effect size.This correction shifted the overall effect size from 0.861 to 0.724.”
Quote in the paperNot a substantial claimMay combine two claims.
Findingown dataFor ambulation, publication bias was found, and trim-and-fill correction shifted the effect size from 0.755 to 0.378.
“Publication bias was found, and the Duval-Tweedie trim and fill correction was used.The effect size on ambulation shifted from 0.755 to 0.378.”
Quote in the paperSubstantial claimMay combine two claims.
Findingown dataFor arm function, VR system, children's age, and daily VR dosage were significant moderators.
“For the subgroups and meta-regression analyses, VR system, children's age, and VR daily dosage were shown to be significant factors (P = .03for VR system, P = .01for children's age, and P = .04for daily dosage).”
Quote in the paperSubstantial claimMay combine two claims.
Findingown dataFor arm function, minor publication bias asymmetry was noted, and trim-and-fill correction shifted the effect size from 0.835 to 0.691.
“Publication bias was also assessed, and minor asymmetry was noted.After using the Duval-Tweedie trim and fill correction, we found that the overall effect size shifted from 0.835 to 0.691.”
Quote in the paperNot a substantial claimMay combine two claims.
Findingown dataThe arm function meta-analysis showed large heterogeneity, with an I-squared value of 75% and Q of 47.82.
“We found large heterogeneity among the studies, as the value of I 2 was 75% (Q = 47.82;P < .000001).”
Quote in the paperNot a substantial claimMay combine two claims. The quote only partly states this claim.
Findingown dataFor arm function, there was a statistically significant negative linear relationship between age and effect size, with a slope of -0.1307, meaning younger children had larger effects.
“Meta-regression analyses also showed a statistically significant negative linear relationship between age and study effect size: the younger the children were, the larger the effect”
Quote in the paperSubstantial claimMay combine two claims.
Findingown dataFor ambulation, there were statistically significant negative linear relationships between age and effect size and between PEDro score and effect size: younger children and lower PEDro scores were associated with larger effects.
“Meta-regression analyses showed a statistically significant negative linear relationship between age and study effect size, and between PEDro score and study effect size: the younger the children's age was, the larger the effect size; and the lower the PEDro score was, the larger the effect size.”
Quote in the paperSubstantial claimMay combine two claims.
Findingown dataFor ambulation, CP type, children's age, and PEDro score were significant moderators.
“For the subgroups and meta-regression analyses, CP type, children's age, and PEDro score were shown to be significant factors (P = .02for CP type, P = .037for children's age, and P = .0002for PEDro score).”
Quote in the paperSubstantial claimMay combine two claims.
Findingown dataThe ambulation meta-analysis showed medium heterogeneity, with an I-squared value of 59% and Q of 17.01.
“We found medium heterogeneity among the studies, as the value of I 2 was 59% (Q = 17.01;P = .017).”
Quote in the paperNot a substantial claimMay combine two claims.
Findingnone givenIn the overall analysis, only VR system was a significant moderator, with engineer-built systems appearing more effective than commercially available systems (effect sizes 1.572 versus 0.628).
“Only”
Quote in the paperNot a substantial claimMay combine two claims.
Findingnone givenMost VR systems used in the included studies provided more than one game with similar training goals, and children with CP in these studies were encouraged to choose which games to play or at least to discuss game choice with their therapists.
“Most of the VR system can provide more than 1 game with similar training goals and children with CP in these studies were encouraged to choose which games they wanted to play (or at least had the chance to discuss with their therapists which games to choose).”
Quote in the paperSubstantial claimMay combine two claims.
Findingown dataThe association between VR effect and treatment dosage was significant only for arm function, with larger daily dosage producing larger effects.
“Interestingly, the association between VR effect and treatment dosage was only significant in arm function: the larger the daily dosage, the larger the VR effect.”
Quote in the paperSubstantial claimClassified as probably not a substantial claim.
Study design and conductown dataThe meta-analyses used a random-effects model that accounted for between-study variation and within-study random error.
“Meta-analyses were run with a random-effects model that accounted for true interstudy variation in effects as well as for random error within studies.”
Quote in the paperSubstantial claimMay combine two claims.
PremisecitationDewar et al. found conflicting evidence on whether VR improves postural control in children with CP: two studies showed improvement in standing balance and one showed no improvement in functional standing balance.
“This study showed a conflicting result regarding whether VR could enhance postural control in children with CP: 2 studies showed improvement in standing balance and 1 showed no improvement in functional standing balance.18”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites [18] Dewar, 2015, Exercise interventions improve postural control in children with cerebral palsy: a systematic review, Dev Med Child Neurol source
Not checked in the free run.
Probably not a substantial claim: may not pass S3 (load-bearing).
PremisecitationBonnechère et al. concluded that comparison across studies was difficult because rehabilitation strategies were not standardized and clinical assessment tools differed.
“The authors concluded it was difficult to compare the different studies because of the lack of standardized rehabilitation strategies and different clinical assessment tools.19”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites [19] Bonnechère, 2014, Can serious games be incorporated with conventional treatment of children with cerebral palsy? A review, Res Dev Disabil source
Not checked in the free run.
Probably not a substantial claim: may not pass S3 (load-bearing).
Study design and conductcitationThe methodological quality of the included randomized trials was assessed with the PEDro scale.
“The quality of RCTs was evaluated using the Physiotherapy Evidence Data-base (PEDro scale).25”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites [25] Macedo, 2010, There was evidence of convergent and construct validity of Physiotherapy Evidence Database quality scale for physiotherapy trials, J Clin Epidemiol source
Not checked in the free run.
Probably not a substantial claim: may not pass S3 (load-bearing).
Study design and conductcitationThe authors conducted the systematic review in accordance with the PRISMA statement.
“We followed the Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA) statement to conduct this review.23,24”
Quote in the paperNot a substantial claim0 of 2 sources checked- cites [23] Moher, 2009, Preferred Reporting Items for Systematic Reviews and Meta-Analyses: the PRISMA statement, PLoS Med source
Not checked in the free run.
- cites [24] Liberati, 2009, The PRISMA statement for reporting systematic reviews and meta-analyses of studies that evaluate health care interventions: explanation and elaboration, PLoS Med source
Not checked in the free run.
May combine two claims.
PremisecitationThe authors' earlier subgroup analyses found better effects for younger children, for home- or laboratory-based VR, and for engineer-built VR systems.
“In addition, the subgroup analyses showed younger children receiving home or laboratory-based VR and using an engineer-built VR system had a better effect.16”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites [16] Chen, 2014, Effect of virtual reality on imporving upper-extremity function in children with cerebral palsy: a meta-analysis., Pediatr Phys Ther source
Not checked in the free run.
Probably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.
Study design and conductown dataOne author extracted and coded the data, a second reviewer checked all extracted data, and disagreements were resolved by discussion to consensus.
“Relevant information from the included studies was extracted and coded by the same author (Y.C.).A second reviewer (H.D.F.) checked all the extracted data.Any discrepancies were resolved by discussion in order to reach a consensus.”
Quote in the paperNot a substantial claimMay combine two claims.
PremisecitationIn the authors' earlier meta-analysis, ICF-based effects were large for participation, small for activity, and medium for body structure and function.
“When the outcome variables were further broken down according to the ICF model, a large effect was reported in participation (d = 1.92), a small effect on activity (d = 0.46), and a medium effect on body structure and function (d = 0.70).16”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites [16] Chen, 2014, Effect of virtual reality on imporving upper-extremity function in children with cerebral palsy: a meta-analysis., Pediatr Phys Ther source
Not checked in the free run.
Probably not a substantial claim: may not pass S3 (load-bearing).
PremisecitationA medium effect size of 0.5 corresponds to a change that a careful observer would notice.
“Clinically, a medium effect size (d = 0.5) corresponds to an amount of change that is noticeable to a careful observer.[28][29][30]”
Quote in the paperNot a substantial claim0 of 3 sources checked- cites [28] Mann, 2012, Quantifying clinically significant change: a brief review of methods and presentation of a hybrid approach, Am J Sports Med source
Not checked in the free run.
- cites [29] Eisen, 2007, Measuring clinically meaningful change following mental health treatment, J Behav Health Serv Res source
Not checked in the free run.
- cites [30] Norman, 2003, Interpretation of change in health-related quality of life: the remarkable universality of half a standard deviation, Med Care source
Not checked in the free run.
Probably not a substantial claim: may not pass S3 (load-bearing).
Study design and conductcitationPublication bias in the primary meta-analyses was assessed with a funnel plot and the Duval-Tweedie trim-and-fill correction.
“The effect of publication bias on the primary meta-analyses was addressed by combining a funnel plot assessment with the Duval-Tweedie trim and fill correction.22”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites [22] Borenstein, 2009 source
Not checked in the free run.
Probably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.
Study design and conductown dataTwo authors independently searched six electronic databases and reference lists in December 2016.
“Two authors (Y.C., H.D.F.) independently conducted systematic literature searches in December 2016, using the electronic databases: PubMed, CINAHL, Cochrane Central Register of Controlled Trials, ERIC, PsycINFO, and Web of Science, as well as a manual search of the reference lists of each article.”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S3 (load-bearing).
PremisecitationLevac et al.'s scoping review suggested that VR helps children with CP improve motor skills through user-side factors, VR system or game properties, and personal support.
“Recently, Levac et al 11 in a scoping review suggested some possible reasons from VR therapy that help children with CP improve their motor skills including from the user's side (VR enhanced problem-solving and cognitive engagement during play and increased motivation and neuroplasticity changes);”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites [11] Levac, 2012, Defining the active ingredients of interactive computer play interventions for children with neuromotor impairments: a scoping review, Res Dev Disabil source
Not checked in the free run.
May combine two claims.
InterpretationcitationThe active elements of VR can change personal and environmental barriers, and by reducing barriers or enhancing enablers, children with CP may reduce impairments and activity limitations and improve participation.
“All these active elements from VR help to change personal and environmental barriers that a child with CP may face.By decreasing these barriers or enhancing the enablers, a child with CP may gradually decrease impairments of his/her body structure and function and activity limitations, and gradually improve participation in school, communities, and society.11”
Quote in the paperSubstantial claim0 of 1 sources checked- cites [11] Levac, 2012, Defining the active ingredients of interactive computer play interventions for children with neuromotor impairments: a scoping review, Res Dev Disabil source
Not checked in the free run.
May combine two claims.
PremisecitationLearning is optimized when learners repeat tasks and also cognitively engage in solving the motor task.
“Learning would be optimized if learners not only repeat the tasks alone but also cognitively engage in problem solving the motor task.12”
Quote in the paperSubstantial claim0 of 1 sources checked- cites [12] Levac, 2014, Motor learning and virtual reality source
Not checked in the free run.
May combine two claims.
InterpretationcitationChildren work hard to achieve higher game scores during VR training, which facilitates cognitive engagement in solving motor tasks and enhances motor learning.
“For example, children will work hard to achieve a higher game score when receiving training in VR, which facilitate children's cognitive engagement in solving the motor task by 'thinking through' how to make their movements more efficiently and faster, which enhance their motor learning.12”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites [12] Levac, 2014, Motor learning and virtual reality source
Not checked in the free run.
May combine two claims.
PremisecitationVR games usually have attainable goals that can be progressed and that enhance children's attention in therapy.
“VR games usually have goals to attain that can be progressed and enhance children's attention in therapy.[11][12][13]”
Quote in the paperNot a substantial claim0 of 3 sources checked- cites [11] Levac, 2012, Defining the active ingredients of interactive computer play interventions for children with neuromotor impairments: a scoping review, Res Dev Disabil source
Not checked in the free run.
- cites [12] Levac, 2014, Motor learning and virtual reality source
Not checked in the free run.
- cites [13] Weiss, 2006, Virtual reality applications in neurorehabilitation source
Not checked in the free run.
Probably not a substantial claim: may not pass S3 (load-bearing).
Interpretationnone givenThe mechanism by which VR produced its effects remained uncertain.
“The possible mechanism for why VR worked remained uncertain.”
Quote in the paperNot a substantial claimMay combine two claims.
InterpretationcitationThe flexibility of many VR applications can make training ecologically meaningful in an enriched environment and give children opportunities to cognitively engage in solving motor tasks.
“The flexibility of many VR applications offers the opportunities to ensure that training is ecologically meaningful in an enriched environment, which provide the opportunity for children to cognitively engage in problem solving their motor task.12,13”
Quote in the paperSubstantial claim0 of 2 sources checkedMay combine two claims.
InterpretationreasoningChildren with CP performed better with VR than with conventional intervention, which may focus more on internal attention cues.
“Consequently, children with CP performed better with VR than with the conventional intervention in which therapists might focus more on internal attention cues by requesting the children to move their arms faster or to open their hands wider.”
Quote in the paperSubstantial claimProbably not a substantial claim: may not pass S3 (load-bearing).
PremisecitationLohse et al found a small-to-medium VR effect on activity in adults with stroke (G=0.58).
“G = 0.58 for activity level”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites Lohse et al 67
Not checked in the free run.
May combine two claims.
InterpretationreasoningGame selection supports children's autonomy, enhances motivation, increases task interest, and leads to better learning by giving learners control over practice conditions.
“This kind of game selection supports children's need for autonomy, enhances their motivation, increases task interest, and leads to a better learning as this grants learners control over their practice conditions.”
Quote in the paperSubstantial claimProbably not a substantial claim: may not pass S3 (load-bearing).
PremisecitationWulf and Lewthwaite suggested that supporting a learner's autonomy through choices and enhanced expectancies can optimize learning by increasing motivation.
“Wulf and Lewthwaite 64 recently suggested supporting a learner's autonomy by providing choices and enhanced expectancies (eg, positive feedback, reduced perceived task difficulty) could optimize learning through increased motivation as autonomy and enhanced expectancies allow learners to feel”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites [64] Wulf, 2016, Optimizing performance through intrinsic motivation and attention for learning: the OPTIMAL theory of motor learning, Psychon Bull Rev source
Not checked in the free run.
Probably not a substantial claim: may not pass S3 (load-bearing).
PremisecitationLohse et al found a small-to-medium VR effect on participation in adults with stroke (G=0.56).
“G = 0.56 for participation level”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites Lohse et al 67
Not checked in the free run.
Probably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.
InterpretationreasoningIn VR, a child with CP does not need full finger flexion to pick up a virtual object; a small range such as 5 degrees can allow the pick-up and reduce perceived task difficulty.
“For example, in order for a child with CP to pick up a virtual object in the virtual environment, the child does not need to have a full range of finger flexion.Instead, a small range (eg, 5°) can easily allow the child to pick up an object in the virtual world, which reduces perceived task difficulty.”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S3 (load-bearing).
PremisecitationLohse et al found a small-to-medium VR effect on body structure/function in adults with stroke (G=0.48).
“G = 0.48 for body structure and function”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites Lohse et al 67
Not checked in the free run.
Probably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.
PremisecitationWulf and Lewthwaite proposed that learners given external attention cues learn faster and perform better than learners given internal attention cues.
“This was consistent with the proposal of Wulf and Lewthwaite 64 : when the instructions to learners prompted them to direct their attention to an external focus (eg, minimize movements of a balance platform) rather than to direct their attention to an internal focus (eg, try not to move your feet), learners in the external attention cue”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites [64] Wulf, 2016, Optimizing performance through intrinsic motivation and attention for learning: the OPTIMAL theory of motor learning, Psychon Bull Rev source
Not checked in the free run.
May combine two claims.
PremisecitationChildren are more motivated and engaged in video games than adults.
“have stronger motivation and are more engaged in playing video games”
Quote in the paperSubstantial claim0 of 1 sources checked- cites [69] The NPD Group, Inc, 2017
Not checked in the free run.
Probably not a substantial claim: may not pass S3 (load-bearing).
Study design and conductnone givenIncluded studies used various intervention protocols.
“and various intervention protocols.”
Quote in the paperNot a substantial claimMay combine two claims.
InterpretationreasoningCommercial systems are not designed to train children with CP because their preset game difficulties are restricted and require adaptation.
“Commercial systems, on the other hand, are not designed to train children (eg, gradually increase task difficulty, changing task demands and contexts) with CP because these systems have more restrictions on their preset game difficulties and require some adaptations and careful game selections prior to use.”
Quote in the paperSubstantial claimProbably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.
InterpretationcitationThe age association is consistent with early intervention because younger children may have more brain plasticity and adaptability.
“This was consistent with the idea of early intervention as younger children may have more brain plasticity and adaptability to improve their motor function than children at older ages.71,72”
Quote in the paperNot a substantial claim0 of 2 sources checked- cites [71] Morgan, 2013, Enriched environments and motor outcomes in cerebral palsy: systematic review and meta-analysis., Pediatrics source
Not checked in the free run.
- cites [72] Spittle, 2012, Early developmental intervention programmes post-hospital discharge to prevent motor and cognitive impairments in preterm infants, Cochrane Database Syst Rev
Not checked in the free run.
Classified as probably not a substantial claim.
PremisecitationWeiss et al's model describes VR rehabilitation as three nested spaces: interaction space, transfer phase, and real world.
“In this model, there were 3 nested circles, the inner”
Quote in the paperSubstantial claim0 of 1 sources checked- cites Weiss et al 13
Not checked in the free run.
May combine two claims.
Interpretationown dataVR is a viable intervention to improve arm function, ambulation, and postural control in children with CP.
“In conclusion, VR is a viable intervention to improve arm function, ambulation, and postural control in children with CP.”
Quote in the paperSubstantial claim
The paper relies on this without support.
An engineer-built VR system costs much more than a commercial system ($15,000 versus $150).
“However, the cost of purchasing an engineer-built VR system might be much higher than a commercially available system ($15,000 versus $150).”
The paper relies on this without support.
VR can motivate children to participate in the intervention.
“With regard to clinical implications, VR can motivate children to participate in the intervention.”
Claims other papers make about this one
Each is checked against this paper’s own text: does it say what the citing paper says it does?
AVGs' adaptability and interactive nature can support rehabilitation for adolescents and young adults with conditions such as cerebral palsy, stroke, burns, spinal cord injury, and spina bifida.
“This adaptability, along with the interactive nature of AVGs, can support rehabilitation for adolescents and young adults with conditions such as cerebral palsy, stroke, burns, spinal cord injury, and spina bifida [69, 81].”
From Health Benefits of Video Games in Adolescents and Young Adults (2026) · cites this paper as [81]
The introductory discussion describes interactive VR games whose difficulty can be adjusted to support rehabilitation in children with cerebral palsy. Study Selection includes participants up to age 21, and the Discussion reports findings from a review of adults with stroke. The paper does not establish the claim for adolescents and young adults across the listed conditions, particularly burns, spinal cord injury, and spina bifida. (LLM, conf=0.88)
Experimental — accuracy not yet measured
Self-check
Percentages, sums and reported differences re-computed from the paper’s own numbers.
Each contradiction between two passages listed here was confirmed by an independent check.
Intervention-length range excludes three-week studies
MinorThe stated minimum intervention length is four weeks, but Table 1 lists a three-week intervention for Sajan et al; it also lists three weeks for Sharan et al.
“Intervention length ranged from 4 weeks to 20 weeks”
“45 min × 6 d × 3 wk”
Mean age falls outside its reported age range
MinorTable 1 gives Reid and Campbell an age range of 8-10 years but a mean age of 11.9 years, which is above the stated maximum.
“8-10”
“(11.9)”
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Virtual reality applications toward medical field
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A Review on Recent Advances of Cerebral Palsy
Paul, S., Nahar, A., Bhagawati, M., & Kunwar, A. J. (2022) · Oxidative Medicine and Cellular Longevity · doi:10.1155/2022/2622310 · Cited by 256 · see citing works
“Though VR is used as a pain management strategy in CP patients, functional outcome studies are scarce in this population [68].”
A Call to Unify Definitions of Virtual Reality
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The Clinical Utility of Virtual Reality in Neurorehabilitation: A Systematic Review
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What is Virtual Reality? A healthcare-focused systematic review of definitions
Abbas, J. R., O’Connor, A. D., Ganapathy, E., Isba, R., Payton, A., McGrath, B. A., Tolley, N., & Bruce, I. A. (2023) · Health Policy and Technology · doi:10.1016/j.hlpt.2023.100741 · Cited by 157 · see citing works
Technology Use for Adolescent Health and Wellness
Radović, A., & Badawy, S. M. (2020) · PEDIATRICS · doi:10.1542/peds.2019-2056g · Cited by 111 · see citing works
“67,68,79 The use of VR and/or AR does not come without risks or potential harm, such as eyestrain, nausea, sickness,”
BackgroundMethodEffectiveness of virtual reality-based exercise therapy in rehabilitation: A scoping review
Asadzadeh, A., Samad‐Soltani, T., Salahzadeh, Z., & Rezaei‐Hachesu, P. (2021) · Informatics in Medicine Unlocked · doi:10.1016/j.imu.2021.100562 · Cited by 125 · see citing works
Virtual Reality in Neurorehabilitation: An Umbrella Review of Meta-Analyses
Voinescu, A., Sui, J., & Fraser, D. S. (2021) · Journal of Clinical Medicine · doi:10.3390/jcm10071478 · Cited by 117 · see citing works
“with CP [34,36,48] and reported significant and large effects for VR, but low quality of”
BackgroundMethodInfluentialCorrigan, N., Poetar, C.-R., & Voinescu, A. (2023) · Virtual Reality · doi:10.1007/s10055-023-00768-1 · Cited by 112 · see citing works
“…age has been highlighted as a significant moderator in a meta-analysis investigating the effectiveness of VR-based interventions for children with cerebral palsy, with effect sizes on arm function and ambulation for younger children significantly larger than older children (Chen et al. 2018).”
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Peng, L., Zeng, Y., Wu, Y., Si, H., & Shen, B. (2021) · Chinese Medical Journal · doi:10.1097/cm9.0000000000001847 · Cited by 67 · see citing works
The Potential of Virtual Reality for Inducing Neuroplasticity in Children with Amblyopia
Coco-Martín, M. B., Pinero, D. P., Vega, L. L., Hernández-Rodríguez, C. J., Adiego, J., Molina‐Martín, A., Sáiz, D. D. F., & Arenillas, J. F. (2020) · Journal of Ophthalmology · doi:10.1155/2020/7067846 · Cited by 65 · see citing works
Virtual Reality Enhances Gait in Cerebral Palsy: A Training Dose-Response Meta-Analysis
Ghai, S., & Ghai, I. (2019) · Frontiers in Neurology · doi:10.3389/fneur.2019.00236 · Cited by 66 · see citing works
Warnier, N., Lambregts, S. A. M., & van de Port, I. G. L. (2019) · Developmental Neurorehabilitation · doi:10.1080/17518423.2019.1683907 · Cited by 62 · see citing works
Virtual Reality for Neurorehabilitation: Insights From 3 European Clinics
O’Neil, O., Fernández, M. M., Herzog, J., Beorchia, M., Gower, V., Gramatica, F., Starrost, K., & Kiwull, L. (2018) · PM&R · doi:10.1016/j.pmrj.2018.08.375 · Cited by 61 · see citing works
“This space was set up in response to current evidence reporting the potential of VR for improving motor function and activity level in stroke and cerebral palsy [1,15].”
BackgroundJuras, G., Brachman, A., Michalska, J., Kamieniarz, A., Pawlowski, M. E., Hadamus, A., Białoszewski, D., Błaszczyk, J. W., & Słomka, K. J. (2018) · Games for Health Journal · doi:10.1089/g4h.2018.0034 · Cited by 63 · see citing works
“24,48,49 The results of this review, which is only based on control trials of at least moderate quality (Table 2), also exhibit ambiguous findings.”
Jha, K. K., Karunanithi, B. G., Sahana, A., & Karthikbabu, S. (2021) · Somatosensory & Motor Research · doi:10.1080/08990220.2021.1876016 · Cited by 67 · see citing works
“The children get constant feedback about the movement and posture of their body in virtually immersive and non-immersive conditions that are contusive to motor learning (Chen et al. 2018).”
BackgroundInfluentialMontoro‐Cárdenas, D., Cortés‐Pérez, I., Zagalaz‐Anula, N., Osuna‐Pérez, M. C., Obrero‐Gaitán, E., & Lomas‐Vega, R. (2021) · Developmental Medicine & Child Neurology · doi:10.1111/dmcn.14947 · Cited by 60 · see citing works
Liu, C., Wang, X., Chen, R., & Zhang, J. (2022) · JMIR Serious Games · doi:10.2196/38972 · Cited by 56 · see citing works
“Previous meta-analyses have shown that VR can significantly improve children’s hand function, balance function, gross motor function, and walking function [8-11].”
BackgroundChen, L., Guoen, C., Huidan, W., Yingqing, W., Chen, Y., Xiao-chun, C., & Ye, Q. (2020) · American Journal of Physical Medicine & Rehabilitation · doi:10.1097/phm.0000000000001447 · Cited by 48 · see citing works
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Johansen, T. E. B., Strøm, V., Simic, J., & Rike, P.-O. (2020) · Journal of Rehabilitation Medicine · doi:10.2340/16501977-2633 · Cited by 45 · see citing works
“Chen and colleagues (14) found that engineer-built systems had a larger effect than MCVGs.”
BackgroundCugusi, L., Prosperini, L., & Mura, G. (2020) · PM&R · doi:10.1002/pmrj.12444 · Cited by 47 · see citing works
Effectiveness of treadmill training on gait function in children with cerebral palsy: meta-analysis
Han, Y.-G., & Yun, C.-K. (2020) · Journal of Exercise Rehabilitation · doi:10.12965/jer.1938748.374 · Cited by 45 · see citing works
“5 was considered clinically significant (Chen et al., 2018).”
Conner, B. C., Remec, N. M., & Lerner, Z. F. (2022) · Clinical Rehabilitation · doi:10.1177/02692155221087084 · Cited by 43 · see citing works
Tobaiqi, M. A., Albadawi, E. A., Fadlalmola, H. A., & Albadrani, M. S. (2023) · Journal of Clinical Medicine · doi:10.3390/jcm12227091 · Cited by 46 · see citing works
“Effective neurorehabilitation requires repeated and varied tasks with increasing difficulty, which can help the brain form new muscle synergies for specific goals [7,14–16].”
BackgroundKomariah, M., Amirah, S., Abdurrahman, M. F., Handimulya, M. F. S., Platini, H., Maulana, S., Nugrahani, A. D., Mulyana, A. M., Qadous, S. G., Mediani, . S., et al. (2024) · Therapeutics and Clinical Risk Management · doi:10.2147/tcrm.s432249 · Cited by 43 · see citing works
“10 This study demonstrated a large effect size (d = 0.861) for VR compared with other interventions, underscoring the substantial impact of VR in rehabilitation settings.”
ResultInfluentialVirtual reality: A review and a new framework for integrated adoption
Fares, O. H., Aversa, J. M., Lee, S. H., & Jacobson, J. (2024) · International Journal of Consumer Studies · doi:10.1111/ijcs.13040 · Cited by 48 · see citing works
Alrashidi, M., Wadey, C. A., Tomlinson, R., Buckingham, G., & Williams, C. A. (2022) · Disability and Rehabilitation · doi:10.1080/09638288.2022.2071484 · Cited by 37 · see citing works
Biddiss, E. A., Chan-Víquez, D., Cheung, S. T., & King, G. A. (2019) · Disability and Rehabilitation · doi:10.1080/09638288.2019.1613681 · Cited by 32 · see citing works
Lino, F., Arcangeli, V., & Chieffo, D. P. R. (2021) · Children · doi:10.3390/children8040270 · Cited by 35 · see citing works
Saussez, G., Bailly, R., Araneda, R., Paradis, J., Ebner‐Karestinos, D., Klöcker, A., Sogbossi, E. S., Riquelme, I., Brochard, S., & Bleyenheuft, Y. (2023) · Journal of NeuroEngineering and Rehabilitation · doi:10.1186/s12984-023-01218-4 · Cited by 34 · see citing works
“…greater efficacy in hand/arm function than conventional care in children with CP, with generally poorer results seen for commercially “off the shelf” devices compared to engineer-built environments, and no evidence for transfer of the improved motor functions to daily life activities [13, 17–20].”
BackgroundResultKilcioğlu, S., Schiltz, B., Araneda, R., & Bleyenheuft, Y. (2023) · JMIR Serious Games · doi:10.2196/42067 · Cited by 38 · see citing works
“Rathinam et al [16] and Chen et al [39] also noticed in their reviews that more intensive VR training has more potential to result in improvements of functions in children with CP immediately after the intervention.”
BackgroundResultEffects of virtual reality-based intervention on depression in stroke patients: a meta-analysis
Liu, H., Cheng, Z., Wang, S., Jia, Y., & Li, C. (2023) · Scientific Reports · doi:10.1038/s41598-023-31477-z · Cited by 33 · see citing works
Martins, F., Massetti, T., Crocetta, T. B., Lopes, P. B., da Silva, A., Figueiredo, E. F., de Abreu, L. C., da Silva, T. D., & Monteiro, C. B. D. M. (2019) · Neuropsychiatric Disease and Treatment · doi:10.2147/ndt.s184510 · Cited by 32 · see citing works
“Furthermore, Collange Grecco et al38 compared the effects of anodal vs sham transcranial direct current stimulation (tDCS) combined with VR training for improving gait in children with CP.”
BackgroundInfluentialNaqishbandi, T. A., Mohamed, E. S., & Veronese, G. (2023) · International Journal of E-Adoption · doi:10.4018/ijea.316537 · Cited by 32 · see citing works
Self-Management Mobile Virtual Reality Program for Women with Gestational Diabetes
Kim, S.-H., Kim, H. J., & Shin, G. (2021) · International Journal of Environmental Research and Public Health · doi:10.3390/ijerph18041539 · Cited by 31 · see citing works
Hao, J., Huang, B., Remis, A., & He, Z. (2023) · Physiotherapy Theory and Practice · doi:10.1080/09593985.2023.2184220 · Cited by 28 · see citing works
Technological Advancements in Cerebral Palsy Rehabilitation
Reyes, F. I., Niedzwecki, C. M., & Gaebler-Spira, D. J. (2019) · Physical Medicine and Rehabilitation Clinics of North America · doi:10.1016/j.pmr.2019.09.002 · Cited by 33 · see citing works
de Araújo, P. A., Starling, J. M. P., Oliveira, V. C., Gontijo, A. P. B., & Mancini, M. C. (2019) · Brazilian Journal of Physical Therapy · doi:10.1016/j.bjpt.2019.04.005 · Cited by 30 · see citing works
A Game-Based Rehabilitation System for Upper-Limb Cerebral Palsy: A Feasibility Study
Daoud, M. I., Alhusseini, A., Ali, M. Z., & Alazrai, R. (2020) · Sensors · doi:10.3390/s20082416 · Cited by 31 · see citing works
“Literature reveals that many previous studies that used game-based rehabilitation for cerebral palsy patients evaluated the effectiveness of the game-based exercises using outcome measures that compare the body structure and function, such as range of motion and weakness of muscles, and the level of activity, such as…”
Li, S., Song, Y., Cai, Z., & Zhang, Q. (2022) · BMC Sports Science Medicine and Rehabilitation · doi:10.1186/s13102-022-00532-z · Cited by 25 · see citing works
“deviation and variance were averaged to represent the outcome of the task [49].”
BackgroundMenekşeoğlu, A. K., Çapan, N., Arman, S., & Aydın, A. R. (2022) · American Journal of Physical Medicine & Rehabilitation · doi:10.1097/phm.0000000000002060 · Cited by 28 · see citing works
“Compared with commercial off-the-shelf systems, disease-specific VR-mediated systems are reported to be more effective in CP rehabilitation.(11) In VR applications developed specifically for the disease, it is possible to control the virtual environment and tasks to transfer functional gains to the real world.”
BackgroundMethodInfluentialBurin-Chu, S., Baillet, H., Leconte, P., Lejeune, L., Thouvarecq, R., & Benguigui, N. (2023) · Clinical Rehabilitation · doi:10.1177/02692155231187858 · Cited by 27 · see citing works
“For instance, Chen et al. 27 in 2018 and Fandim et al. 28 in 2020 performed reviews interested in the effectiveness of these technologies on the upper limb, but also on the lower limb, ambulation, and postural control.”
BackgroundResultInfluentialChen, J., Xie, Z., & Or, C. K. (2021) · Health and Technology · doi:10.1007/s12553-021-00561-7 · Cited by 26 · see citing works
Commercial Exergaming in Home-Based Pediatric Constraint-Induced Therapy: A Randomized Trial
Wang, T., Chen, Y., Shieh, J., & Chen, H. (2021) · OTJR Occupational Therapy Journal of Research · doi:10.1177/1539449220984110 · Cited by 21 · see citing works
“Enhanced motivation can help to increase the intensity and duration of practice, which facilitates brain reorganization (Y. P. Chen et al., 2018).”
BackgroundSelf-citationLeal, A. F., da Silva, T. D., Lopes, P. B., Bahadori, S., de Araújo, L. V., da Costa, M. V. B., de Moraes, Í. A. P., Marques, R. H., Crocetta, T. B., de Abreu, L. C., et al. (2020) · Journal of NeuroEngineering and Rehabilitation · doi:10.1186/s12984-020-00689-z · Cited by 24 · see citing works
Ammann‐Reiffer, C., Kläy, A., & Keller, U. (2022) · JMIR Serious Games · doi:10.2196/38509 · Cited by 23 · see citing works
“So far, VE interventions targeting gait function in children with neuromotor impairment were considerably less frequent, and consequently, evidence on their effectiveness remains limited [6-8,10].”
BackgroundResultInfluentialda Silva, T. D., Fontes, A. M. G. G., de Oliveira-Furlan, B. S., Roque, T. T., Lima, A. I. I., de Souza, B. M. M., Alberissi, C. A. D. O., Silveira, A. C., de Moraes, Í. A. P., Collett, J., et al. (2020) · Frontiers in Neurology · doi:10.3389/fneur.2020.00953 · Cited by 23 · see citing works
Goyal, C., Vardhan, V. D., & Naqvi, W. M. (2022) · Cureus · doi:10.7759/cureus.21693 · Cited by 25 · see citing works
“VR seems to be an effective intervention for improving motor function in children with CP based on the results of preliminary studies [8,9].”
BackgroundGuinet, A.-L., Bouyer, G., Otmane, S., & Desailly, É. (2021) · Sensors · doi:10.3390/s21082697 · Cited by 24 · see citing works
“based on the ICF (International classification of functioning, disability and health [15]) concluded that VR/AR had a large effect size for the activity component (including ambulation function) for children with CP [16].”
MethodArnoni, J. L. B., Kleiner, A. F. R., Lima, C. R. G., de Campos, A. C., & Rocha, N. A. C. F. (2021) · Games for Health Journal · doi:10.1089/g4h.2021.0009 · Cited by 21 · see citing works
“13 Intervention techniques based on nonimmersive virtual reality (VR) are proposed as a promising technique 14,15 to minimize neuromotor and musculoskeletal deficiency disorders, as well as to improve the ability to perform activities in children with CP. 19–21 Furthermore, in a rehabilitation point…”
Virtual Reality–Based Rehabilitation to Restore Motor Function in People With Amputation
Hao, J., Chen, Z., Remis, A., & He, Z. (2022) · American Journal of Physical Medicine & Rehabilitation · doi:10.1097/phm.0000000000002150 · Cited by 21 · see citing works
Antonovics, E., Boitsios, G., & Saliba, T. (2024) · Korean Journal of Pediatrics · doi:10.3345/cep.2023.00388 · Cited by 20 · see citing works
VIDA-Nursing v1.0: immersive virtual reality in vacuum blood collection among adults
de Souza-Junior, V. D., Mendes, I. A. C., Tori, R., Marques, L. P., Mashuda, F. K. K., Hirano, L. A. F., & de Godoy, S. (2020) · Revista Latino-Americana de Enfermagem · doi:10.1590/1518-8345.3685.3263 · Cited by 21 · see citing works
“Fifteen meta-analyses report VR simulators intended to support the treatment of patients(24-38), while”
BackgroundMolina-Cantero, A. J., Merino-Monge, M., Castro-García, J. A., Pousada, T., Valenzuela-Muñoz, D., Gutiérrez-Párraga, J., López-Álvarez, S., & Gómez, I. (2021) · International Journal of Environmental Research and Public Health · doi:10.3390/ijerph18179179 · Cited by 18 · see citing works
“RPA produces benefits in motor functions in children [23–25] and adolescents with CP [26,27] and improves gait speed [28,29], spasticity [30], balance [31] and muscle strength [27,29].”
BackgroundRadwan, A., Eltalawy, H. A., Abdelziem, F. H., Macaluso, R., O’Brien, M. K., & Jayaraman, A. (2023) · Children · doi:10.3390/children10020222 · Cited by 20 · see citing works
“Neuroimaging studies suggest that VR can facilitate learning and recovery by stimulating cortical reorganization and neural plasticity [16,17].”
BackgroundMelo, R. D. S., Lemos, A., Delgado, A., Raposo, M. C. F., Ferraz, K. M., & Belian, R. B. (2023) · Sensors · doi:10.3390/s23146601 · Cited by 23 · see citing works
Pin, T. W. (2019) · Gait & Posture · doi:10.1016/j.gaitpost.2019.07.122 · Cited by 20 · see citing works
Zhang, Y., Li, R., Miao, X., Cheng, L. J., & Lau, Y. (2021) · Gait & Posture · doi:10.1016/j.gaitpost.2021.10.046 · Cited by 18 · see citing works
Current state of play: Children’s learning in the context of digital games
Blumberg, F. C., Flynn, R. M., Homer, B. D., Bailey, J. O., Eng, C. M., Green, C. S., Giannakos, M. N., Papadakis, S., & Gentile, D. A. (2024) · Journal of Children and Media · doi:10.1080/17482798.2024.2335725 · Cited by 22 · see citing works
“Findings already show that VR can be used as an intervention for children with developmental disabilities (Mesa-Gresa et al., 2018) as demonstrated in motor improvements for children with Cerebral Palsy that exceeded traditional interventions (Chen et al., 2018).”
BackgroundMeyns, P., Blanckaert, I., Bras, C. E. C., Jacobs, N., Harlaar, J., van de Pol, L. A., Plasschaert, F. S., Waelvelde, H. V., & Buizer, A. I. (2021) · Disability and Rehabilitation · doi:10.1080/09638288.2021.1954704 · Cited by 15 · see citing works
Campo-Prieto, P., Carral, J. M. C., de Oliveira, I. M., & Fuentes, G. R. (2020) · Retos · doi:10.47197/retos.v0i39.78195 · Cited by 18 · see citing works
“Además, el uso de entornos inmersivos se extiende a todas las franjas de edad (Chen, Fanchiang & Howard, 2018; Howes, Charles, Holmes, Pedlo., Wilson & McDonough, 2017; Kim, Darakjian & Finley, 2017).”
BackgroundLim, J., Kang, E. Y., Park, S.-J., et al. (2024) · Journal of Exercise Rehabilitation · doi:10.12965/jer.2448186.093 · Cited by 17 · see citing works
Personalized rehabilitation for children with cerebral palsy
Tresser, S., Kuflik, T., Levin, I., & Weiss, P. L. (2021) · User Modeling and User-Adapted Interaction · doi:10.1007/s11257-021-09296-6 · Cited by 18 · see citing works
Meng, J., Yan, Z., Gu, F., Tao, X., Xue, T., Liu, D., & Wang, Z. (2022) · Heliyon · doi:10.1016/j.heliyon.2022.e12695 · Cited by 13 · see citing works
“VR as an adjunct could be used not only for stroke [8, 12] but also for cerebral palsy [7], Parkinson’s disease [10], schizophrenia [11], anxiety [9], and post-traumatic stress disorder [35], etc.”
BackgroundÖzlü, A., Üstündağ, S., Özkaya, D. B., & Menekşeoğlu, A. K. (2024) · Games for Health Journal · doi:10.1089/g4h.2023.0108 · Cited by 17 · see citing works
“34 In the current study, software developed specifically for patients with shoulder impingement syndrome was used for a total of 15 sessions.”
Stander, J., du Preez, J. C., Kritzinger, C., et al. (2021) · South African Journal of Physiotherapy · doi:10.4102/sajp.v77i1.1516 · Cited by 17 · see citing works
Malick, W. H., Butt, R., Awan, W. A., Ashfaq, M., & Mahmood, Q. (2022) · Frontiers in Neurology · doi:10.3389/fneur.2022.895055 · Cited by 16 · see citing works
Children’s experiences of play in digital spaces: A scoping review
Loudoun, F. M., Boyle, B., & Larsson-Lund, M. (2022) · PLoS ONE · doi:10.1371/journal.pone.0272630 · Cited by 22 · see citing works
“Similarly, other studies focussed on a genre linking play, videogames and health, namely, exergames and increasingly Virtual Reality games, can be seen to demonstrate how the active, play potential of gaming technology can reap health dividends for children, mirroring research in outdoor play [62,63].”
BackgroundBono, G. L. P., Achermann, P., Rückriem, B., et al. (2022) · American Journal of Occupational Therapy · doi:10.5014/ajot.2022.049008 · Cited by 15 · see citing works
“Robots, in combination with exergames, can provide high-dose and high-intensity training with precise feedback on movement accuracy and induce motor learning in children diagnosed with cerebral palsy (CP; Bertani et al., 2017; Chen et al., 2018; Gilliaux et al., 2015).”
Effects of Nonimmersive Virtual Reality Intervention on Children With Spastic Cerebral Palsy
Wang, N., Liu, N., Liu, S., & Gao, Y. (2023) · American Journal of Physical Medicine & Rehabilitation · doi:10.1097/phm.0000000000002321 · Cited by 16 · see citing works
Neural correlates of virtual reality-based attention training: An fMRI study
Lorentz, L., Schüppen, A., Boris Suchan, A., & Binkofski, F. (2023) · NeuroImage · doi:10.1016/j.neuroimage.2023.120454 · Cited by 16 · see citing works
“Especially in neurorehabilitation, VR has entered several fields of application, including motor rehabilitation (Chen et al., 2018; De Rooij et al., 2016), pain management (He et al., 2022; Eijlers et al., 2019; Mallari et al., 2019), and exposure therapy (Kim and Kim, 2020; Van Loenen et al.,…”
Lin, Y., Lin, P., Lin, P., Lin, C.-Y., Kabasawa, Y., Choi, Y.-K., & Huang, H. (2023) · Digital Health · doi:10.1177/20552076231203891 · Cited by 14 · see citing works
Han, Y.-G., & Kim, M.-K. (2023) · Medicine · doi:10.1097/md.0000000000036441 · Cited by 16 · see citing works
“[61] Unlike play-oriented exercise, the WBV exercise provides intervention in a static posture.”
BackgroundWelsby, E., Hordacre, B. G., Hobbs, D., Bouckley, J., Ward, E., & Hillier, S. (2024) · Frontiers in Pediatrics · doi:10.3389/fped.2024.1327445 · Cited by 14 · see citing works
How Video Passthrough Headsets Influence Perception of Self and Others
Santoso, M., & Bailenson, J. (2024) · Cyberpsychology, Behavior, and Social Networking · doi:10.1089/cyber.2024.0398 · Cited by 14 · see citing works
Gerçek, N., Tatar, Y., & Uzun, S. (2021) · International Journal of Developmental Disabilities · doi:10.1080/20473869.2021.1926853 · Cited by 12 · see citing works
“These findings were consistent with the previous studies examining the effects of traditional sports programs and virtual reality games on motor functions in children with CP (Dimitrijevi c et al., 2012, Tseng et al, 2013, Christensen et al, 2017, Chen et al., 2018).”
BackgroundMethodResultInfluentialHan, Y.-G., & Park, S.-W. (2023) · PeerJ · doi:10.7717/peerj.15964 · Cited by 13 · see citing works
The application of metaverse in mental health
Wang, Y., Duan, B., Chen, X., Song, Y., & Liu, X. (2025) · Frontiers in Public Health · doi:10.3389/fpubh.2025.1463494 · Cited by 15 · see citing works
Levac, D. E., Glegg, S., Pradhan, S. D., Fox, E. J., Espy, D., Chicklis, E., & Deutsch, J. E. (2019) · International Conference on Virtual Rehabilitation · doi:10.1109/icvr46560.2019.8994624 · Cited by 14 · see citing works
“Systematic reviews have suggested more robust evidence for rehabilitation-specific customized systems [18-20].”
BackgroundDigital Health Technologies in Pediatric Trials
Sacks, L. V., Kunkoski, E., & Noone, M. (2022) · Therapeutic Innovation & Regulatory Science · doi:10.1007/s43441-021-00374-w · Cited by 12 · see citing works
Kashif, M., Albalwi, A. A., Kazmi, S. A. M., Alharbi, A. A., Bashir, K., Aslam, M., & Ghaffar, T. (2024) · Medicine · doi:10.1097/md.0000000000037214 · Cited by 11 · see citing works
“Furthermore, VR has presently been investigated as a potential approach to enhance functional ability and movement in pediatrics diagnosed with CP. [55,56] In light of the available research, VR is beneficial as it can easily be exercised in a domestic environment that is through internet.”
BackgroundAbbas, J. R., Gantwerker, E. A., Volk, M. S., Payton, A., McGrath, B. A., Tolley, N., Isba, R., & Bruce, I. A. (2024) · Journal of Medical Extended Reality · doi:10.1089/jmxr.2024.0022 · Cited by 10 · see citing works
“4 This confusion can have several negative impacts across academia, health care, and the technological ecosystem including slowing technology adoption due to lack of understanding, failure to communicate the value proposition of VR training sti fl ing implementation, and the slowing of academic…”
Xue, Z., Zhang, W., Zhou, N., Ma, P., Yuan, K., Zheng, P., Li, J., & Chang, J. (2025) · Frontiers in Psychology · doi:10.3389/fpsyg.2024.1483370 · Cited by 13 · see citing works
Cheng, M., Anderson, M., & Levac, D. E. (2021) · Frontiers in Neurology · doi:10.3389/fneur.2021.623200 · Cited by 11 · see citing works
Goyal, C., Vardhan, V. D., Naqvi, W. M., & Arora, S. P. (2022) · Pan African Medical Journal · doi:10.11604/pamj.2022.41.155.32475 · Cited by 11 · see citing works
“Virtual reality (VR) has emerged as a promising intervention for improving motor function in children with CP in a few previous studies, though groups were heterogeneous with a small sample size [6,16,17].”
Backgroundvan de Wouw, C. L., Visser, M., Gorter, J. W., Huygelier, H., & Nijboer, T. C. W. (2023) · Neuropsychological Rehabilitation · doi:10.1080/09602011.2023.2174561 · Cited by 9 · see citing works
Shahane, V., Kumavor, P. D., Morgan, K. D., et al. (2023) · BMJ Open · doi:10.1136/bmjopen-2023-071742 · Cited by 10 · see citing works
Meriggi, P., Mandalà, M., Randazzo, M., Brazzoli, E., Castagna, A., Giusto, V. D., Cavallini, A. R., Marzegan, A., Lencioni, T., & Olivieri, I. (2024) · Journal of Pediatric Rehabilitation Medicine · doi:10.3233/prm-230028 · Cited by 10 · see citing works
“Motivation in particular is crucial as a functional neuroplasticity modulator [10–12].”
BackgroundResultDigital Narratives in Extended Realities
Bruni, L. E., Kadastik, N., Pedersen, T. A., & Dini, H. (2022) · doi:10.1002/9781119865810.ch2 · Cited by 9 · see citing works
Physical Activity in Cerebral Palsy: A Current State Study
Molina-Cantero, A. J., Pousada, T., Pacheco‐da‐Costa, S., Lebrato-Vázquez, C., Mendoza-Sagrera, A., Meriggi, P., & Gómez, I. (2024) · Healthcare · doi:10.3390/healthcare12050535 · Cited by 9 · see citing works
“Regardless of its intensity, (RPA) exerts a favorable impact on elements such as balance, muscle strength, and gait speed [9,10,13], with benefits correlating to both time commitment and frequency [41].”
BackgroundWilliamson, S. D., Aaby, A., & Ravn, S. L. (2025) · Spinal Cord · doi:10.1038/s41393-024-01057-7 · Cited by 9 · see citing works
Eckert, M., Soria, B. D., & Gil, N. T. (2023) · JMIR Serious Games · doi:10.2196/36110 · Cited by 9 · see citing works
“…mainstream video games cannot be personalized and that there are still very few offers for therapeutic video games, which are quite expensive [11-13 Some commercial solutions we found are the MIRA software platform (MIRA Rehab Limited), [21], VirtualRehab (Evolv) [22], and REHABILITY…”
Wang, T., Liang, K., Liu, Y.-C., et al. (2023) · Neurorehabilitation and neural repair · doi:10.1177/15459683231162330 · Cited by 9 · see citing works
Ziab, H. M., Mazbouh, R., Saleh, S., Talebian, S., Sarraj, A. R., & Hadian, M. R. (2022) · Archives of Neuroscience · doi:10.5812/ans-122865 · Cited by 10 · see citing works
Baillet, H., Burin-Chu, S., Lejeune, L., Thouvarecq, R., Clément-Guillotin, C., Leconte, P., & Benguigui, N. (2024) · Developmental Neurorehabilitation · doi:10.1080/17518423.2024.2438949 · Cited by 8 · see citing works
“…have suggested that VR technologies could be a relevant rehabilitation tools, facilitating the integration of motor learning principles, 6,13,21–23 insofar as these tools lead patients to perform various active movements and encourage repetitive, intensive, and varied practice with increased…”
Ochandorena‐Acha, M., Terradas‐Monllor, M., Cabrera, T. F. N., Rodas, M. T., & Grau-Carrión, S. (2022) · BMJ Open · doi:10.1136/bmjopen-2022-061988 · Cited by 9 · see citing works
Pérez-Cárcamo, J., Hernandez-Martinez, J., Vásquez-Carrasco, E., Fernandez-Cardenas, D., Branco, B. H. M., Sandoval, C., Carmine-Peña, E., Peña, F., Aristegui-Mondaca, J., & Valdés-Badilla, P. A. (2025) · Journal of Clinical Medicine · doi:10.3390/jcm14217582 · Cited by 7 · see citing works
- Authors
- Chen, Y., Fanchiang, H. D., & Howard, A.
- Affiliations
- Georgia State University (US)
- National Taiwan Sport University (TW)
- Georgia Institute of Technology (US)
- Corresponding author
- Chen, Yuping
- Venue
- Physical Therapy
- Publisher
- Oxford University Press (OUP)
- Published
- 2017-10-23
- Volume
- 98
- Issue
- 1
- Pages
- 63-77
- ISSN
- 0031-9023 (ISSN-L)
- 1538-6724
- PMC
- PMC6692882
- OpenAlex
- W2771836772
- Semantic Scholar
- 340d03973db763fe983022953aa4047024218dce
- Cited by
- 257
- References
- 87
- Citations by year
- 2026: 22 · 2025: 32 · 2024: 43 · 2023: 32 · 2022: 42 · 2021: 41 · 2020: 22 · 2019: 16 · 2018: 7
- FWCI
- 1.87
- Type
- journal article
- Language
- en
- Open access
- bronze
- doi.org
- Locations
- Physical Therapy (publishedVersion)
- Europe PMC (PubMed Central) (publishedVersion)
- PubMed Central (publishedVersion)
- PubMed (publishedVersion)
- Funders
- National Center for Advancing Translational Sciences
- National Institutes of Health (UL1TR000454)
- Topics
- Health Sciences › Medicine › Psychiatry and Mental health › Cerebral Palsy and Movement Disorders
- Health Sciences › Medicine › Rehabilitation › Stroke Rehabilitation and Recovery
- Social Sciences › Psychology › Developmental and Educational Psychology › Children's Physical and Motor Development
- Keywords
- virtual reality, cerebral palsy, children, motor function, upper limb function, postural control, ambulation, rehabilitation therapy
- MeSH terms
- Virtual Reality, Adolescent, Cerebral Palsy, Child, Child, Preschool, Postural Balance, Humans, Movement, Randomized Controlled Trials as Topic, Treatment Outcome, Virtual Reality Exposure Therapy
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