Cited by 257Cerebral Palsy and Movement DisordersStroke Rehabilitation and RecoveryChildren's Physical and Motor Development

Effectiveness of Virtual Reality in Children With Cerebral Palsy: A Systematic Review and Meta-Analysis of Randomized Controlled Trials

Open access
Chen, Yuping, Fanchiang, HsinChen D, Howard, Ayanna·2018·Physical Therapy

Abstract

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.

AI snapshot

Written from the paper’s full text.

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

Crossref · 10.1093/ptj/pzx107

Cites

79 of 79 references verified0 citation errors · 0 not checkable

Statistics

Nothing to recompute.

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

      Not checked in the free run.

    • cites [42] Chen, 2012, Muscle strength enhancement following home-based virtual cycling training in ambulatory children with cerebral palsy, Res Dev Disabil source

      Not checked in the free run.

    • 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

      Not checked in the free run.

    • 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

      Not checked in the free run.

    • cites [46] Sharan, 2012, Virtual reality based therapy for post operative rehabilitation of children with cerebral palsy, Work source

      Not checked in the free run.

    • 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 [48] Acar, 2016, Efficacy of neurodevelopmental treatment combined with the Nintendo® Wii in patients with cerebral palsy, J Phys Ther Sci source

      Not checked in the free run.

    • cites [49] AlSaif, 2015, Effects of interactive games on motor performance in children with spastic cerebral palsy, J Phys Ther Sci source

      Not checked in the free run.

    • 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

      Not checked in the free run.

    • 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

      Not checked in the free run.

  • 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

      Not checked in the free run.

    • cites [55] Reid, 2006, The use of virtual reality with children with cerebral palsy: a pilot randomized trial, Ther Recreation J

      Not checked in the free run.

    • 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

      Not checked in the free run.

  • 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
  • Classified as probably not a substantial claim. 28
  • May combine two claims. 41
  • The quote only partly states this claim. 2
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    Findingown data

    The database searches identified 418 nonoverlapping published articles.

    “A total of 418 nonoverlapping published articles were found from the database searches.”
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    Findingown data

    The nineteen included studies had 504 participants in total.

    “There were 504 participants in the 19 studies.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.

    Findingown data

    When 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 claim
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    Findingown data

    Across 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.”
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    Findingown data

    The 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 claim
  • Probably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.

    Findingown data

    VR 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 claim
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    Findingown data

    PEDro 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 claim
  • The quote only partly states this claim.

    Findingown data

    Across 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
  • Probably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.

    Findingown data

    Nine 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.”
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    Findingown data

    Nintendo 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 claim
  • Probably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.

    Findingown data

    The 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 claim
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    Findingown data

    The 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).”
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    Findingown data

    The 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 claim
  • May combine two claims.

    Findingown data

    For 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 claim
  • May combine two claims.

    Findingown data

    For 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 claim
  • May combine two claims.

    Findingown data

    For 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 claim
  • May combine two claims.

    Findingown data

    The 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 claim
  • May combine two claims.

    Findingown data

    For 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 claim
  • May combine two claims.

    Findingown data

    For 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 claim
  • May combine two claims.

    Findingown data

    For 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 claim
  • May combine two claims.

    Findingown data

    The 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 claim
  • May combine two claims. The quote only partly states this claim.

    Findingown data

    For 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 claim
  • May combine two claims.

    Findingown data

    For 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 claim
  • May combine two claims.

    Findingown data

    For 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 claim
  • May combine two claims.

    Findingown data

    The 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 claim
  • May combine two claims.

    Findingnone given

    In 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 claim
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    Findingnone given

    Most 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 claim
  • May combine two claims.

    Findingown data

    The 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 claim
  • Classified as probably not a substantial claim.

    Study design and conductown data

    The 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 claim
  • May combine two claims.

    Premisecitation

    Dewar 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).

    Premisecitation

    Bonnechère 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

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    Study design and conductcitation

    The 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

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    Study design and conductcitation

    The 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

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    • 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.

    Premisecitation

    The 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

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  • Probably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.

    Study design and conductown data

    One 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 claim
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    Premisecitation

    In 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

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    Premisecitation

    A 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

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    • cites [29] Eisen, 2007, Measuring clinically meaningful change following mental health treatment, J Behav Health Serv Res source

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    • cites [30] Norman, 2003, Interpretation of change in health-related quality of life: the remarkable universality of half a standard deviation, Med Care source

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  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Study design and conductcitation

    Publication 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”
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    • cites [22] Borenstein, 2009 source

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    Study design and conductown data

    Two 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 claim
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    Premisecitation

    Levac 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.

    Interpretationcitation

    The 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.

    Premisecitation

    Learning 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

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    Interpretationcitation

    Children 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.

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    Premisecitation

    VR 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

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    • 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 given

    The mechanism by which VR produced its effects remained uncertain.

    “The possible mechanism for why VR worked remained uncertain.”
    Quote in the paperNot a substantial claim
  • May combine two claims.

    Interpretationcitation

    The 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 checked
    • 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.

  • May combine two claims.

    Interpretationreasoning

    Children 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 claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Premisecitation

    Lohse 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.

    Interpretationreasoning

    Game 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 claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Premisecitation

    Wulf 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).

    Premisecitation

    Lohse 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.

    Interpretationreasoning

    In 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 claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Premisecitation

    Lohse 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.

    Premisecitation

    Wulf 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.

    Premisecitation

    Children 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 given

    Included studies used various intervention protocols.

    “and various intervention protocols.”
    Quote in the paperNot a substantial claim
  • May combine two claims.

    Interpretationreasoning

    Commercial 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 claim
  • Probably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.

    Interpretationcitation

    The 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.

    Premisecitation

    Weiss 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 data

    VR 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
60 of 60
  • 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.”
2 of 2

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

    Minor

    The 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.

  • Mean age falls outside its reported age range

    Minor

    Table 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.

2 of 2

Cites

Flagged first, then by citations

8 of the 87 references couldn’t be matched to a known paper.

Research works printed but not linked: 5

  1. Centers for Disease Control and Prevention, 2017, Cerebral Palsy
  2. Howick, 2017, The 2011 Oxford CEBM levels of evidence: introductory document
  3. Cooper, 1994, eds
  4. Sharan, 2012, Virtual reality based therapy for post operative rehabilitation of children with cerebral palsy, Work, 41, 3612, 10.3233/wor-2012-0667-3612 · DOI · Paper page
  5. The NPD Group, Inc, 2017, Kids ages 2-to-14 consume digital content on a device between three and seven times per month

Cited by

Sorted by citations

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
Published
2017-10-23
Volume
98
Issue
1
Pages
63-77
ISSN
  • 0031-9023 (ISSN-L)
  • 1538-6724
OpenAlex
W2771836772
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
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

About these checks

Registry, retraction, Cites and statistics results are computed, not judged, with one exception: a printed reference that no index lists is read once by a model before it counts as a citation error. Claims are extracted by a model and kept only when their quote appears verbatim in the text; each cited source is then checked, with a model’s help, for whether it says what the claim relies on. Those verdicts can be wrong — read the claim’s quote and the cited source before relying on one.

Claims read by deepseek-v4.1-flash under definition version 3 (extract-v3) on 2026-10-08.

Classified by jev-1.13-20260917 (gold-guideline-v0.2) on 2026-10-08.

Statistics and arithmetic are recomputed, not judged.

Confidence bands are shown only for fields calibrated on our annotated test set. None is calibrated yet, so no band is shown.

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