Virtual Reality for Balance After Stroke: A Narrative Review

Document Type : Narrative Review

Authors

1 Northeastern University Transitional Doctor of Physical Therapy Program College of Professional Studies, 360 Huntington Avenue Boston, MA 02115, United States of America

2 Department of Physiotherapy, School of Rehabilitation Tehran University of Medical Sciences, Tehran, Iran

3 Research Center for War-Affected People, Tehran University of Medical Sciences, Tehran, Iran

Abstract

Background: The present study was conducted to provide an up-to-date understanding of clinical applications in balance capability, as well as delivering a review of pieces of literature on Virtual Reality (VR) on balance control in stroke survivors.
Methods: Databases including PubMed, Cochrane Library, and Pedro were searched for published papers from 2010 to 2020 with the terms “Game-based rehabilitation”, “balance training”, “virtual reality”, “stroke”, “neurorehabilitation”, and “virtual environment”. We evaluated the effect of VR on balance improvement after a stroke.
Results: 33 articles describing results following the use of VR on balance in patients with stroke that met our inclusion criteria were found. Among these studies, two studies described the results in acute, eight in subacute, twenty-two in chronic stroke patients, and one study included both chronic and subacute stroke patients. The results indicated that balance can be improved with VR.
Conclusion: The results of this study strengthen the idea that VR training has the potential to become an effective adjacent to routine rehabilitation treatments for improving balance status post-stroke. However, conducting a randomized control trial that incorporates all three stroke phases with an appropriate study setting is necessary to achieve an integrated clinical protocol.

Keywords

Main Subjects


Abstract
Background:
The present study was conducted to provide an up-to-date understanding of clinical applications in balance capability, as well as delivering a review of pieces of literature on Virtual Reality (VR) on balance control in stroke survivors.
Methods:
Databases including PubMed, Cochrane Library, and Pedro were searched for published papers from 2010 to 2020 with the terms “Game-based rehabilitation”, “balance training”, “virtual reality”, “stroke”, “neurorehabilitation”, and “virtual environment”. We evaluated the effect of VR on balance improvement after a stroke.
Results:
33 articles describing results following the use of VR on balance in patients with stroke that met our inclusion criteria were found. Among these studies, two studies described the results in acute, eight in subacute, twenty-two in chronic stroke patients, and one study included both chronic and subacute stroke patients. The results indicated that balance can be improved with VR.
Conclusion:
The results of this study strengthen the idea that VR training has the potential to become an effective adjacent to routine rehabilitation treatments for improving balance status post-stroke. However, conducting a randomized control trial that incorporates all three stroke phases with an appropriate study setting is necessary to achieve an integrated clinical protocol.
Keywords:
Clinical Protocols, Humans, Neurological Rehabilitation,
Stroke, Survivors, Virtual Reality

Introduction  
Stroke is the third most common cause of disability in the world (1). Stroke can lead to a wide range of sensory, motor, cognitive, and visual impairments (2).
About 83% of stroke survivors suffer from balance impairment (3). Poor balance is a risk factor associated with falling (4) and limits the ability to perform daily activities (5). Fear of falling can lead to a sedentary lifestyle and increased impairment (6). Falling also directly or indirectly contributes to lingering treatment, more medical and nursing expenses, and economic losses (3). For enhancing the ability of stroke patients with balance impairment, many rehabilitation strategies have been used, including whole-body vibration (7), mirror therapy (8), traditional Chinese medicine (9), virtual reality (10,11), exercise (12), ankle-foot orthosis (13), and traditional Chinese exercise (14).
According to the 2011 Global Atlas on Cardiovascular Disease Prevention and Control (CDPC) (15) cited in (16), lack of exercise is a significant risk factor for stroke recurrence and prolonged recovery. The CDPC showed that adherence to rehabilitation steps in patients with stroke started to decline after six weeks of the stroke and reached a minimum of 21 weeks after the stroke (16). While traditional rehabilitation approaches may lead to a lack of interest in patients as daily repetitive tasks are often involved (17), Virtual Reality (VR) rehabilitation can allow a higher dose of the simulated practice of functional activities than traditional therapies (18). VR seeks to replicate real-world activities that can provide more involving tasks compared to conventional rehabilitation (10). Children and adults have identified virtual activities as exciting and enjoyable, prompting higher repetition (19). 
VR has increased engagement with the treatment through its program (20). It has a prominent role in supporting post-stroke functional rehabilitation (21). It has also offered a low-cost, effective intervention (22). It may have the ability to provide an enriched environment where individuals with strokes can solve problems and master new abilities (23). VR provides an engaging environment in which a subject can repetitively practice (24). VR compared with traditional exercise, can have a positive impact on the physiological, psychological, and rehabilitative outcomes of individuals (25). The context of a virtual environment is interactive and perceived as close to the real world. VR consists of a variety of technologies to produce artificial sensory information (26), as well as facilitating active exploration, increasing interaction, and providing inspiration. By either integrating games in the form of activities or by other engaging means, VR helps patients engage in their therapy (27). VR can be helpful since it provides multiple scopes for neurological recoveries, such as goal-oriented tasks and repetition (28). The level of physical activity of the user can vary from relatively passive to highly active. However, it depends on the intervention (23). VR depends on software and computer hardware that mediates contact of the users with the virtual world (23). Users relearn the coordination and sense of balance as the simulated real-world scenarios give patients with balance disorder more informational input than the real world (29). In the efficacy of recruiting neural circuits and the outcome of desirable results at the functional level, the fidelity of VR can play an important role (29).
In recent years, VR has been used in stroke recovery (30). The study of the effects of VR training on balance and gait capacity showed the major advantages of VR training on gait velocity, Berg Balance Scale (BBS) scores, and Timed Up & Go Test (TUG) scores when the time dose of VR matched to traditional therapy (10). In 2016, De Rooij et al carried out a meta-analysis that demonstrated higher advantages of balanced VR therapies over conventional approaches (31). Lee et al suggested that substantial changes were made after VR training in favor of combining postural balance therapies and upper limb motor control in a seated position (32).
To allow clinicians to provide an up-to-date understanding of clinical applications in balance capability, we aimed to deliver a review of pieces of literature on the VR on balance control in stroke survivors. 

Materials and Methods
Study criteria
The eligible studies were required to have the following criteria:
1) To be published in English
2) Investigating any form of immersive or non-immersive VR training aimed at improving post-stroke balance control
3) Full-text articles available
4) Study comparing pre-intervention and post-intervention outcome measures. 
Systematic reviews for the participants who had other diseases than strokes, e.g., Parkinson’s disease, and multiple sclerosis, Editorial, and letter were excluded.

Search strategy
We searched several electronic databases including, PubMed, Cochrane Library, and PEDro, and published papers from 2010 to 2020. For further relevant studies, we manually reviewed references from the collections. To decide whether the studies met the predetermined inclusion requirements, we checked authors, titles, and abstracts. The following keywords were used: “Game-based rehabilitation”, “balance training”, “virtual reality”, “stroke”, “neurorehabilitation”, and “virtual environment”.

Results
Overview of the included papers
Tables 1, 2, and 3 summarize the findings from our review on VR in acute, subacute, and chronic stroke patients, respectively. We found 33 articles describing results following the use of VR on balance in patients with stroke that met our inclusion criteria. Among these studies, two studies described the result in acute, eight in subacute, twenty-two in chronic stroke patients and one study included both chronic and subacute stroke patients. The total number of participants in each study varied from 2 to 73. 
Eighteen studies had a sample size of fewer than 30 participants (33-50) and two studies had over 50 participants (51,52). Of 33 studies, only two studies had follow-up assessments (22,53). Balance was assessed using various outcome measures in different studies. A range of outcome measures was used to measure balance (Tables 1, 2, and 3). 

1) Effect of VR training on balance control in acute stroke patients
a) Main findings
Studying the effect of VR on balance in acute stroke patients showed improvement in balance in a randomized controlled and double-blinded pilot study (50). However, another study demonstrated that the addition of VR training to conventional training did not bring additional benefit to the patient’s balance, although the balance was improved in all three balance-training modalities (VR, Tetrax, and standard treatment) (54).

b) Characteristics of the included studies
Two studies did not evaluate the long-term effect of VR on balance. Sample sizes were not adequate. One study had a sample size of fewer than 30 participants (50), and the other study had 30 participants (54). One study utilized The IREX virtual reality instrument (54), and the other study (50) used Wii-based VR as balance training for the experimental group. In one study, the control group performed conventional therapy, and in the other study, patients were assigned to a VR, Tetrax, or control group (conventional therapy) (54). Both studies included male and female participants.
A range of outcome measures was used to measure balance including, TUG (50), BBS (50, 54), CoP (50), FRT (50), MBI (50), and FI (54). Details can be found in table 1.

2) Effect of VR training on balance control in subacute stroke patients
a) Main findings
Two pilot studies showed the effectiveness of VR on balance performance in the subacute phase of stroke (32,49). Three RCTs confirmed its effectiveness (47,53,55). However, in one RCT, no superiority of VR training to conventional therapy was seen (52). The positive effect of the VR program on balance control was seen in other two trials (48,56). 

b) Characteristics of the included studies
Study sample sizes were generally small. Three studies had a sample size of fewer than 30 participants (47-49) and one study had over 50 participants (52). All studies consisted of male and female participants. Only one study evaluated the long-term effects of VR training on balance control in subacute stroke patients (53), which assessed balance control three months after training. However, the dropout rate for follow-up was high. Three studies used Wii-based VR training as a treatment for the experimental group (47,53,55), two studies used canoe VR (32,49), one study used X-box 360 Kinect (48), one study utilized motion-captured software (52), and VR-based eccentric training with Eccentron was used for one study (56). Among eight studies, six used conventional therapy as a treatment for the control group. Patients in one study were allocated to each of two eccentric training groups: one using a slow velocity and one using a fast velocity (56). In the other study, participants were randomly assigned to the Nintendo Wii group or Bobath neurodevelopmental treatment (NDT) group (55). A range of outcome measures was used to measure balance including, TUG (47,49,52), BBS (47,49,53), and FRT (47,49,52). Details of each study can be found in table 2.
Scale, TUG: Timed Up and Go test, PASS: Postural Assessment Scale, CE: Eyes Closed OE: Eyes Open, 10MWT: 10m Walking Test, SBI: Static Balance Index, mFRT: modified Functional Reach Test, FIM: Functional Independence Measure, FAC: Functional Ambulation Category, LoS: Limit of Stability, BI: Barthel Index, SV: sway velocity, RCT: Randomized Controlled Trial, CT: Clinical Trial.

 

Table 1. Evidence of virtual reality (VR) on balance performance in acute stroke subjects

Reference

and

country

Participants

Intervention

The outcome measure of balance

Study Type

Relevant findings

Variable

Experimental

Control

Pre-session

Post-session

Pre-session

Post-session

B.S.

Rajaratnam

et al

(2013)(50)

Singapore

19 stroke

patients.

EG (n:10)

and

CG (n:9).

Onset

period (days):

EG:14.7 (7.5), CG:15.2 (6.3)

Age (yrs):

EG:58.67

(8.62),CG:

65.33 (9.59)

Gender:7M,

12F

CG:One-hr conventional rehabilitation. EG:40 min of convention rehabilitation and 20 min self-directed VR balanced rehabilitation

TUG

(Pre/post differences)

 

BBS

(Pre/post differences)

 

CoP

(Pre/post differences)

 

FRT

(Pre/post differences)

 

MBI

(Pre/post differences)

 

−2.201

 

 

 

−1.604

 

 

 

−0.552

 

 

−2.803

 

 

 

−2.207

 

− 2.201

 

 

 

−1.604

 

 

 

−1.069

 

 

 

−1.363

 

 

−2.201

 

RCT

After 15 sessions of rehabilitation, there was a substantial

difference in FRT scores between the EG and CG (P=0.017). In all other outcome measures after intervention between the EG and CG, there were no statistically significant differences. FRT was significantly correlated (P=0.028) with BBS.

Yoon Bum

Song et al (2014)(54)

South Korea

30 acute stroke

patients

VR (n:10),

Tetrax (n:10),

and CG (n:10).

Onset

period (days):

VG:12.7±3.2,

TG: 12.7±3.2,

CG: 13.2±3.4

Age (yrs):VG: 65.6±13.5, TG: 60.6±18.2, CG: 61.2±13.8

Gender:16 M,

14 F

All patients received conventional balance training (5 times per week, at 25 min per session). The VR group received additional VR treatment, 3 times/week, at 25 min per session, for 3 weeks. The Tetrax group: additional Tetrax treatment, 3 times/week, at 25 min/session, for 3 weeks.

BBS

(mean±SD)

 

 

 

 

FI

(mean±SD)

VG: 41.2±1.7

TG: 41.8±1.4

 

 

 

VG: 82.9±7.2

TG: 84.0±8.9

VG: 48.3±3.5

TG: 49.4±2.3

 

 

 

 

VG: 53.0±6.6

TG:

52.0±7.6

 

 

42.1±1.4

 

 

 

 

81.8±8.1

47.9±2.3

 

 

 

 

55.8±6.7

RCT

BBS and FI significantly improved after intervention in all three groups (p<0.05), but between the three groups, significant differences were not seen.

 

 

Table 2. Evidence of virtual reality (VR) on balance performance in subacute stroke subjects

Reference and

country

Participants

Intervention

The outcome measure of balance

Study Type

Relevant findings

Variable

Experimental

Control

Pre-session

Post-session

Pre-session

Post-session

Myung-

Mo Lee (2016)(49)

South

Korea

10 patients

with stroke.

EG (n:5)

and

CG (n:5).

Onset

period (mos):

EG:

3.1±1.6,

CG:

3.3±1.1

Age (yrs):

EG:

65.2±5.0,

CG:

66.2±3.4

Gender:5M,

5F

Both groups: conventional rehabilitation

(30min 2/day,

5/week), EG

had an

additional

30 min canoe game-based VR training program 3/week for 1month

TIS(score)

(mean±SD)

14.0±0.7

16.8±1.3

12.6±1.7

13.6±1.7

RCT

TIS score significantly improved in the EG but not in the CG. The FRT result showed significant improvement in both groups. When the two groups were compared, TIS and FRT scores changes were statistically more in the EG than in the CG. BBS score showed significant improvement in both groups. The TUG times significantly improved in the EG but not in the CG. When the two groups were compared, the changes in the BBS and TUG scores were statistically more in the EG than in the CG.

FRT(cm)

(mean±SD)

20.4±3.5

22.4±3.9

17.8±0.9

18.7±0.9

BBS(score)

(mean±SD)

41.8±4.2

46.2±4.3

38.8±3.7

41.2±2.9

TUG(sec)

(mean±SD)

16.6±4.3

15.1±4.0

18.1±2.7

18.2±1.5

 

Trupti Kulkarni

et al

(2018)(48)

India

28 patients

with stroke.

EG

(n: 15)and

CG

(n:13).

Onset

period(mos):

EG:

3.06±2.49,

CG:

3±1.732Age:

EG:

48.9±10.65,

CG:

50.38±8.08

Gender: 23

M,5 F

EG: X BOX 360 Kinect for 6 weeks (30 minutes per day for 3 days a week). CT group performed mobility, balance, and trunk-specific exercises for the same period.

TIS

(mean±SD)

10.71±3.7

19.6±1.6

12.84±2.7

17.92±2.06

CT

VR training using X box 360 is significantly more effective on the trunk and postural control in stroke patients compared to conventional physiotherapy.

PASS

(mean±SD)

16±5.60

30.8±3.91

16.46±3.59

22±2.48

 

 

Ayça Utkan Karasu

et al (2018)(47) Turkey

 

23 patients

with stroke.

EG (n:12)

and

CG (n:11).

Onset

period (days):

EG:29,

CG:31

Age (yrs):

EG:62.3

(11.79),

CG:64.1

(12.2)

Gender:

10 M,13 F

Both groups: conventional balance rehabilitation. for 2–3 h/day,5/week.  In addition to conventional therapy, EG received 20 min of balance exercise,5/week, for 1 month, with Wii Fit and Wii Balance Board

BBS

38.8

(6.9)

week 4:48.9

(6.4), week

8:48.7 (4.7)

39.1

(6.9)

week 4:

42.2 (6.4), week 8:

39.4 (5.7)

RCT

A significant improvement

over time

(time effect)

was observed

in all the

measures

except anteroposterior

COP

displacement

with eyes

closed, COP displacement

during WSNS, and total COP displacement

during weight

shift.

Group–time interaction was significant in the BBS, FRT, and postural sway parameters, excluding mediolateral

COP

displacement

with eyes

closed, and

FIMl scores.

Both groups displayed

significant improvement,

the EG

showed more improvement

than the CG.

 

 

FRT (cm)

16.4

(5.5)

week 4: 25.2 (5.5), week 8: 23.6 (5.4)

18.8

(3.3)

week 4: 22.2 (5.1), week 8:

20 (3.14)

TUG (s)

32.5 (21.2)

week 4: 19.5 (9.8) Week 8: 20.5 (8.3)

27.4

(15.0)

week 4: 24 (13.5),

week 8:

29.6 (10.5)

PASS

28.8 (4.3)

Week 4: 32.5 (2.5), week 8: 32 (2.4)

27.9

(5.2)

Week 4: 30.4 (4.1), week 8:

29.2 (3.5)

SBI

 

 

 

 

426.2 (285.3)

Week 4:369.3 (301.5), week 8: 337

(282.8)

412.4 (196.8)

Week 4: 314.2 (129.8), week 8: 399.7 (74.7)

Myung Mo Lee et al (2018)(32)

South Korea

30 patients

with stroke.

EG (n:15)

and

CG (n:15).

Onset

period (mos):

EG:

3.43±1.34,

CG:

3.13±1.54

Age (yrs):

EG:

 61.80±6.80,

CG:

61.33±8.44

Gender:

18 M,12 F

All subjects: conventional rehabilitation program.

EG:

the VR canoe

paddling training for

30 min each day,

3 times

per week,

for 5 weeks.

mFRT

Forward

(cm)

 

 

mFRT

Unaffected

side(cm)

 

 

 

mFRT

Affected

side(cm)

 

 

21.50±4.28

 

 

 

 

13.40±2.87

 

 

 

 

 

8.09±2.36

 

26.65±4.36

 

 

 

 

20.13±3.01

 

 

 

 

 

13.73±3.15

 

20.04±4.34

 

 

 

 

13.27±2.39

 

 

 

 

 

8.04±2.80

 

24.14±4.53

 

 

 

 

18.60±3.32

 

 

 

 

 

12.16±3.49

 

RCT

mFRT for all directions significantly

improved in

both groups

(p<0.05).

CoP, PL,

and SV

significantly decreased

in both the

eyes open

and eyes

closed

condition

EG (p<0.05).

In the CG,

only the SV

when the

participant’s

eyes were

open, was significantly decreased

(p<0.05).

EO-CoP

PL(cm)

 

 

 

O-SV

(cm/s)

 

 

 

EC-CoP

PL(cm)

 

 

 

EC-SV

(cm/s)

82.48±30.68

 

 

 

 

2.78±1.05

 

 

 

 

99.88±38.62

 

 

 

 

3.44±1.32

75.69±31.63

 

 

 

 

2.42±0.94

 

 

 

 

92.97±38.10

 

 

 

 

3.22±1.28

 

74.02±28.48

 

 

 

 

2.58±0.96

 

 

 

 

87.17±36.04

 

 

 

 

3.08±1.22

72.88±28.31

 

 

 

 

2.50±0.96

 

 

 

 

84.25±32.99

 

 

 

 

2.99±1.14

Activities-

specific

Balance

Confidence

(score)

 

91.4

Week 6: 81.8

Week 12: 89.4

85.5

Week 6: 93.5

Week 12: 93.3

Seung

Kyu Park et al

(2016)(56)

South Korea

30 stroke

patients.

Two groups

of 15

participants.

Onset period

(mos):Group

1:5.4±1.4,

Group 2:

5.3±1.2

Age:group

1:61.0±4.2,

group 2:

60.9±4.2

Gender:

16 M,14 F

 

Group1:slow velocity and Group2:fast velocity.

The

VR-based eccentric training was performed

by the patients for 30 min

once a day,

5 days/week, for 8 weeks using an Eccentron system.

LOS(cm2)

(mean±SD)

Group1:

90.5±9.2

168.8±9.1

Group2:

91.2±9.0

147.6±7.2

RCT

VR-based

eccentric

training

using a

slow

velocity is

effective for improving

balance

ability in

stroke

patients.

Giovanni Morone

et al

(2014)

(53)

Italy

 

50 stroke

patients.

EG (n:25)

and

CG (n:25).

Onset

period (days):

EG:

61.00±36.47,

CG:

41.65±36.89

Age (yrs):

EG:

58.36±9.62,

CG:

61.96±10.31

Gender: -

EG:

Wii Fit

(12 sessions

of each

20 min,

3 times/week

for1month).

CG:

usual

balance training

(20 min 3 times/week for1month). Both groups: treated with conventional physical therapy

(40 min 2 times/day).

BI

 

-

 

 

 

RCT

Wii Fit

was more

effective

compared

to usual

balance

therapy in

improving

balance

(BBS: 53

versus 48,

p=0.004) and independence

in activity

of daily living

(BI:98 versus

93, p=0.021).

FAC

 

-

 

 

 

BBS

 

-

 

 

 

10MVT

-

 

 

 

John Cannell

et al

(2017)(52)

Australia

73 patients

with stroke.

EG (n:35)

and

CG (n:38).

Onset

period

(days):

EG:26 (27),

CG:19 (13)

Age (yrs):

EG:72.8

(10.4),

CG:74.8

(11.9)

Gender:

38 M,41 F

Both

groups: functional retraining

and individualized programs for up to an hr, on weekdays for 8–40 sessions.

EG:

motivating VR and

novel gesture-controlled interactive motion capture software. Both groups:2 sessions/day.

FRT

(cm)

13.8 (2.6)

17.9 (1.4)

17.1 (1.8)

20.4 (1.3)

RCT

There

were no

differences

between

the

rehabilitation

units except

in lateral

reach

(less affected

side) (P=0.04)

 

Lateral reach

(more affected)

(cm)

 

Lateral reach

(less affected)

(cm)

8.2 (1.9)

 

 

 

 

 

8.9 (2.0)

11.8 (1.6)

 

 

 

 

 

11.1 (1.8)

9.3 (1.3)

 

 

 

 

 

12.1 (1.4)

12.8 (1.1)

 

 

13.6 (1.2)

Sitting balance (number)

3.7 (0.2)

3.9 (0.2)

3.6 (0.1)

3.9 (0.1)

TUG (seconds) (n=50)

 

28.6 (6.1)

27.6 (6.1)

26.7 (3.9)

22.9 (5.3)

Step test

more affected (number in 15 seconds)

 

Step test less affected

(number in 15 seconds)

4.0 (1.3)

 

 

 

 

 

4.4 (1.3)

5.8 (0.9)

 

 

 

 

 

6.4 (1.1)

5.3 (1.0)

 

 

 

 

 

5.6 (1.0)

7.2 (0.6)

 

 

 

 

 

6.5 (0.8)

Tülay Tarsuslu Şimşek

et al

(2015)

(55)

Turkey

42 stroke

patients.

Nintendo

Wii group

(n:20) and

Bobath

neurodevelo

pmental

treatment

(n:22).

Onset period

(days):EG:

50.6±15.04,

CG:

59.9±30.99

Age(yrs):

EG:

54.15±20.29,

CG:

61.5±11.63

Gender:

29 M,13 F

Both groups: ten weeks

(45–60 min/day, 3 days/week). Nintendo Wii group

5 games. Bobath group: therapy program that included upper extremity activities, strength, balance gait, and functional training.

FIM

(mean±SD)

 

96.80±22.33

111.7±15.06

101.09±

21.69

107.09±

19.24

RCT

FIM

motorsub-

parameter

which

evaluates

transfer and locomotion

which

significantly influences

balance

and

mobility level significantly improved.

 

 

 

 

 

Note: M: Male, F: Female, EG: Experimental Group, CG: Control Group, TG: Tetrax Group, VG: Virtual Group, BBS: Berg Balance Scale, CoP: Center of Pressure, TUG: Timed Up and Go test, MBI: Modified Barthel Index, FI: Falling Index, FRT: Functional Reach Test, RCT: Randomized Controlled Trial.

 

Table 3. Evidence of Virtual Reality (VR) on balance performance in chronic stroke subjects

Reference and country

Participants

Intervention

The outcome measure of balance

 

Study Type

Relevant

findings

Variable

Experimental

Control

Pre-session

Post-session

Pre-session

Post-session

Shih-Hsiang

Ciou et al

(2015)(46)

Taiwan

2patients

with stroke.

Onset period

(mos):

6Mon,11Mon

Age(yrs):

49,39

Gender:

2 M

Three

30-min

sessions/

week for

3 weeks

Case

1 BBS

Case

2 BBS

 

36point

 

42point

43 point

 

47 point

-

 

 

 

-

-

 

 

 

-

CT

Only the

patient who

had a

recent stroke

 benefited

 significantly.

Case 1

MAS

Case 2

MAS

6point

 

16point

12 point

 

17 point

-

 

-

 

COP

Case1

 

 

 

 

COP

Case2

OE(−16.20

,−1.97),

CE

(−13.80,3.35)

 

 

OE

(27.10,93.99),

CE

(12.23,76.06)

OE

(2.55,−0.36),

CE

(13.48,−22.41)

 

 

OE

(22.89,56.71),

CE

(23.42,59.19)

-

 

 

-

-

 

 

-

Gui Bin

Song

et al

(2015)(64)

South Korea

 

 

 

 

40 patients

with stroke.

Ergometer

training

group (n:20)

and

virtual reality

group (n:20).

Onset

period (mos):

EG:

14.75±6.06,

CG:

14.30±3.40

Age(yrs):

EG:

51.37±40.6,

CG:

50.10±7.83

Gender:

22 M, 18 F

VRG:

training with

the Xbox

Kinect for

30 min/session,

5/week,

for

2 months,

ETG:

ergometer

bicycle training 30 min/session,

5/week,

for

2months.

Forward LOS (mm)

(mean±SD)

2732.9±3137.1

3311.7±3786.5

5670.8±4291.1

4322.6±3565.5

RCT

Both groups

showed

significant improvement in the weight distribution ratio on the

 paralyzed side, anterior LOS, posterior LOS,

and TUG,

and 10-m walking times after the intervention

(p<0.05).

 When the post-intervention improvements

of the two groups

were compared,

the VRG demonstrated more significant improvements in weight distribution ratio on the paralyzed side, anterior LOS, posterior LOS, and TUG.

Backward LOS(mm)

 

2072.7±2050.4

1895.9±2097.5

3971.7±2794.3

2889.7±2769.7

TUG(s) (mean±SD)

21.17±7.7

21.9±7.9

16.6±4.7

19.5±7.5

Jinhwa Jung

et al

(2012)(45)

South Korea

21 stroke

patients.

EG (n:11)

and

CG (n:10)

Onset

period(mon):

EG:

12.6±3.3,

CG:

15.4±4.7

Age(yrs):

EG:

60.5±8.6,

CG:

63.6±5.1

Gender:

13M, 8 F

EG:VR

treadmill

training

30 min/day,

5/week,

for

3 weeks.

CG:

treadmill

training on

the same schedule.

TUG

(sec) (means±

SD)

21.9±3.5

19.2±4.5

23.8±4.9

23.0±5.2

RCT

Improvements in balance and

balance

self-efficacy

in the virtual

reality treadmill training group

were significantly

greater

compared

with the

 CG(p<0.05). Significant

 increases in

balance and

balance

self-efficacy

were seen

in both groups

after training (p<0.05).

 

ABC scale(%)

(means±

SD)

43.3±5.7

52.8±6.5

47.0±5.0

51.3±5.6

Nikita

Girishbhai Shobhanal

et al

(2020)(58)

India

30 subjects

with stroke.

Conventional

Physical

Therapy

group(n:15)

and

EG (n:15)

Onset period:

Age:-

Gender:-

 

EG:

exposed to

two software

 for XBOX

360 Kinect.

CG

performed

ROM

exercises, Balance

training,

and

Gait training:

3days/week

for one hr.

BBS

(mean

(SD)

43.73 (4.11)

50.13 (3.70)

44.06 (4.19)

48.6 (3.35)

RCT

The VR

 group showed

significant improvement

in BBS

compared

with

the CG.

 

Irene Cortés-Pérez

et al

(2020)(44)

Spain

3 stroke

patients.

Onset

period:

P1:6,

P2:9,

P3:10

(mos)

Age:

P1:45,

P2:50,

P3: 53

Gender:M

Patient

1:25

sessions of immersive

VR

(3sessions/week of 45 min each)

for

2 months.

Patient 2: equivalent CT

(3 sessions/week of one

hr each

for

2 months). patient 3:no intervention.

BBS

28

34

 

Case 2: 15

Case 3: 8

Case 2:18

Case 3:7

Case Series

The two

patients

receiving any

of the

treatments

showed an improvement

 in balance

compared to

 the untreated

patient.

In comparison

to CT, the

higher effect

of immersive

VR in the improvement

of balance and

a reduction

of fall risk

was seen due

to the active

upright work

during the VR intervention.

Tinetti

11

19

Case 2: 7

Case 3: 6

Case 2:9

Case 3:6

SVV

5.75±1.25

4±1.2

Case 2:

5.2±2.7

 

Case 3:

3.7±2

Case 2:

4.8±1.8

 

Case 3:

 3.4±1.67

Romberg

427

398

Case 2:

192

Case 3:-

Case 2:

226

Case 3:-

ABC

24

32

Case 2:13

Case 3:4

Case 2:15

Case 3:4

 FES-I

47

40

Case 2:59

Case 3:61

Case 2:54

Case 3:60

TGUGT

29

23

Case 2:33

Case 3:-

Case 2:31

Case 3:-

Kyeongjin

Lee

(2019)(63)

South Korea

42 patients

with stroke.

EG (n:21)

and

CG (n:21).

Onset

period (mos):

EG:

14.81±7.30,

CG:

16.48±7.13

Age (yrs):

EG:

61.67±8.42,

CG:

64.24±10.83

Gender:27

M,15 F

EG:

cycle training with SIPT

for

40 min/day,

 5days/week, in 6 weeks, in addition to conventional therapy.

CG:

cycle training without SIPT

and

conventional therapy.

EO-MLS

(mm/s)

 

EO-APS

(mm/s)

 

EO-VM

(mm/s 2

 

EC-MLS

(mm/s)

 

EC-APS

(mm/s)

 

EC-VM

(mm/s 2)

 

mFRT-

forward (mm)

 

mFRT-non-ffected

(mm)

 

mFRT-

affected (mm)

 

TIS

(score)

3.95±1.27

 

 

5.85±1.41

 

 

5.06±2.18

 

 

3.95±1.27

 

 

5.85±1.41

 

 

4.18±1.30

 

 

302.27±113.40

 

 

175.23±48.60

 

 

88.72±24.24

 

 

12.33±1.59

3.00±0.82

 

 

4.60±1.38

 

 

3.71±1.68

 

 

2.85±0.66

 

 

4.73±1.43

 

 

2.79±1.32

 

 

328.41±108.52

 

 

197.89±54.79

 

 

108.07±33.26

 

 

14.38±2.09

3.75±1.21

 

 

5.89±1.18

 

 

4.74±2.04

 

 

3.75±1.21

 

 

5.89±1.18

 

 

4.03±1.13

 

 

274.97±122.87

 

 

158.75±61.74

 

 

84.31±37.48

 

 

12.24±1.89

3.34±1.03

 

 

5.20±1.30

 

 

4.12±1.93

 

 

3.24±0.93

 

 

5.20±1.30

 

 

3.27±1.29

 

 

279.15±126.13

 

 

161.13±63.61

 

 

85.62±38.88

 

 

13.14±0.48

RCT

The changes

in the static

sitting balance

ability, the

speed of

medial and

lateral sway,

and the

speed of the

anterior and

posterior

sway

improved

significantly

after

intervention

 in both

groups

regardless

of

vision

(p<0.05).

However,

EG showed

 a more

significant improvement compared to

the CG

(p<0.05)

The mFRT

for all

directions

increased

significantly

post-

treatment

in both

groups

(p<0.05).

However,

the EG

improved

significantly compared to

the CG

(p<0.05).

In the

intragroup

analysis,

TIS was

significantly

improved

from

12.23 to

13.38 in the

EG (p<0.05),

and from

12.24 to

13.14 in the

CG (p<0.05). However,

the EG

demonstrated a significant improvement compared

to the

CG (p<0.05).

 

Nara Kim

et al

(2015)(38)

South Korea

17 chronic

stroke patients.

EG (n:10)

and

CG (n:7).

Onset period: -

Age: -

Gender: -

Both groups: conventional

physical

therapy

for

1hr/day,

5/week,

for

1month.

EG:

community-

based VR

scene

exposure

combined

with treadmill

training

for

30 min/day,

3/week,

for

4weeks.

CG:

conventional

physical

therapy,

including

muscle

strengthening, balance

training,

and

indoor and

outdoor gait

training on

the same

schedule.

PSPL(cm)

(mean(SD))

 

68.37 (19.11)

63.02 (13.56)

59.52 (10.36)

62.01 (10.67)

RCT

Anteroposterior postural sway path length in EG significantly improved

(p<0.05),

whereas the CG

demonstrated no significant improvement in anteroposterior postural sway

path length.

The mediolateral postural sway

path length

did not have a significant

difference

between the

two groups. However, the EG showed a significantly improved total postural sway

path length

(p<0.05).

The total

postural sway

path length had

no significant difference

in the CG.

The postural

sway speed improved significantly in

the EG(p<0.05),

but not

in the CG.

The EG demonstrated

a great

improvement in multiple balance measures

(p<0.05)

compared with the CG, which advocates that CVRTT

training can

improve the static

balance ability in

stroke patients.

APSS(cm/s) (mean(SD))

2.28 (0.64)

2.10 (0.45)

1.99 (0.35)

2.07 (0.36)

Yo-Soon Bang

et al

(2016)(62)

South Korea

40 stroke

patients.

EG (n:20)

and

CG (20).

Onset

period (mos):

EG:30.4±5.4,

CG:31.6±7.4

Age (yrs):

EG:62.2±7.2,

CG:63.2±5.4

Gender: -

All subjects:

40 min

exercise

program

3/week

for 8weeks.

EG:Wii board

balance

system

for 40 min.

CG:low-speed

treadmills

for 40 min.

Left/right

weight-

bearing(%)

(M±SD)

 

 

17.1±5.5

 

 

 

 

 

15.4±6.7

10.6±4.8

 

 

 

 

 

10.3±4.7

16.9±6.5

 

 

 

 

 

15.7±4.6

13.1±5.8

 

 

 

 

 

12.9±5.1

RCT

Significant differences

in both

groups after completing

the program

were seen.

 

Imre Cikajilo

et al

(2020)(37)

Slovenia

20 acute

and

subacute

stroke

patients.

EG (n:10)

and

CG (n:10).

Onset

period (mos):

EG:4,

CG:7.4

Age (yrs):

EG:

50.3±7.9,

CG:

51.8±15.5

Gender:

15 M, 5 F

CG:

1week of conventional

balance

training

and

EG:1week

of multiple-

game

exergaming.

FSST

13.21

(3.90)

10.24

(2.44)

12.75

(12.10)

14.50

(13.78)

RCT

EG showed significant improvement

in FSST

but not TUG. Practically, no statistically significant differences

between

the EG

and

CG were

found in tests performed

with eyes open (ROM EO,

sROM EO,

STOL(R)L EO,

and

CTSIB EO). Significant differences

between

the EG

and

CG were

found only

in sROM

and

STORL

tests,both performed

with closed

eyes.

TUG

9.56

(2.69)

 

15.18

(10.20)

12.17

(6.74)

CTSIB eyes

 open

 

CTSIB eyes closed

38.83

(13.15)

 

31.39

(19.14)

43.52

(4.68)

 

36.69

(17.52)

43.50

(4.74)

 

29.13

(18.16)

45.00

(0.00)

 

34.77

(16.81)

STOLL

eyes open

 

STOLL eyes closed

 

STORL

 eyes open

 

STORL eyes closed

18.21

(19.30)

 

1.61

(1.18)

 

21.53

(20.42)

 

3.92

(7.09)

23.74

(19.01)

 

4.62

(5.01)

 

23.87

(19.40)

 

2.82

(2.02)

18.82

(19.83)

 

2.20

(3.16)

 

13.31

(16.36)

 

1.29

(2.27)

20.33

(20.57)

 

2.35

(3.40)

 

19.33

(18.07)

 

1.16

(1.29)

ROM

eyes open

 

ROM

eyes closed

44.33

(2.12)

 

6.79

(13.66)

43.75

(3.95)

 

41.49

(11.10)

45.00

(0.00)

 

26.46

(19.85)

45.00

(0.00)

 

40.29

(9.94)

sROM

eyes open

 

sROM eyes closed

34.56

(17.02)

 

19.65

(19.16)

42.11

(8.46)

 

18.96

(19.10)

31.90

(21.12)

 

8.57

(13.36)

34.03

(18.07)

 

9.67

(13.42)

Pawel Kiper

et al

(2020)(51)

Italy

59 stroke

patients.

Subacute

group (n:31)

and chronic

group (n:28).

Onset

period (mos):

subacute

group:

2.08 (1.34),

chronic group:

26.31 (33.37)

Age:subacute

group:

60.02 (17.58),

chronic

group:

60.59 (11.14)

Gender:

46 M,13 F

VR

Rehabilitation

System

treatment

was used

for

15sessions,

5days/week

for

1hr/day

for

all participants.

Also,

all the patients received

conventional rehabilitation.

FM LE

(mean(SD))

Subacute

24.65

(5.72)

26.29

(5.69)

Chronic

18.71

(8.04)

20.89

(7.63)

CT

The VR

provided

to the

patients was beneficial for

both chronic

and

subacute

groups.

FIM

(mean(SD))

101.8

(18.67)

104.8(16.8)

105.80

(19.6)

108.10

(18.68)

BBS

(mean(SD))

 

45.39

(8.62)

49.22

(6.18)

43.04

(10.68)

46.32

(9.11)

 FAC

(mean(SD))

3.07

(1.30)

3.45

(1.26)

3.68

(1.36)

3.86

(1.21) 

10MWT

(mean(SD))

24.38

(28.84)

17.41

(12.18)

44.03

(69.66)

32.34

(31.14)

Changho Yom

et al

(2015)(36)

South Korea

20 stroke

patients.

EG (n:10)

and

CG (n:10).

Onset

period (mos):

EG:11.14,

CG:11.63

Age (yrs):

EG:64.60,

CG:78.10

Gender:11

M, 9 F

EG:a virtual environment

system ankle exercise,

and CG:

watched

a video.

Both groups: interventions

for 30 min/day,

5/week

for 6weeks.

TUG (sec)

(mean±SD)

24.59±14.42

19.09±12.73

35.96±16.50

34.74±16.20

RCT

TUG

significantly improved

in EG

(p<0.05)

and

there were

no

significant

changes

after the

intervention

of the CG.

 

Seok Won Lee

et al

(2013)(43)

South Korea

22 chronic

stroke

patients.

EG (n:12)

and

CG (n:10).

Onset

period:-

Age (yrs):

EG:

60.6±8.8,

CG:

63.7±4.7

Gender:

6M,16 F

All the

participants

received a conventional rehabilitation

program

for

1hr

5days/week

for

4weeks.

The EG

additionally

practiced

VFT 30 min

of sessions,

5days/week,

for

1 month.

Right/Left

Sway (mm/s) (mean±SD))

 

 

 

Anterior/

Posterior

Sway

(mm/s)(v)

3.00±1.23

(EO)

3.45±1.60

(EC)

 

 

2.86±1.15

(EO)

3.12±1.14

(EC)

2.38±1.01

2.99±1.83

 

 

 

 

2.15±0.91

2.70±1.05

3.24±1.37

(EO)

3.59±2.38

(EC)

 

 

2.59±0.69

(EO)

2.98±1.29

(EC)

3.41±1.27

3.73±2.70

 

 

 

 

2.72±0.72

3.02±1.37

RCT

The speed

of right and

left sway and anterior and posterior sway lowered significantly

in the EG, regardless

of vision.

The CG showed

an increase in

the speed of sway,

but not significantly.

Velocity moment

lowered significantly

in the EG (p<0.05)

while there was no

significant increase in

the CG, regardless of

vision.

Anterior and lateral

reach was significantly

greater in the

EG (p<0.05)

and was not significant

in the CG.

Velocity

Moment

(mm2/s)

(mean±SD)

2.69±1.70

(EO)

3.83±2.59

(EC)

1.88±1.22

2.13±1.49

2.05±0.94

(EO)

4.14±4.01

(EC)

2.13±0.71

4.30±4.70

mFRT

 Anterior

(mm)

(mean±SD)

 

mFRT

Lateral

(mm)

(mean±SD)

313.5±118.5

 

 

 

 

181.0±55.7

341.1±126.

 

 

 

 

202.9±66.1

307.2±126.6

 

 

 

 

161.5±76.5

310.2±126.7

 

 

 

 

162.6±74.0 

Ki Hun Cho

et al

(2012)(33)

South Korea

22 Stroke

patients.

EG (n:11)

and CG (n:11).

Onset

period (mos):

EG:

12.54 (2.58),

CG:

12.63 (2.54)

Age (yrs):

EG:

65.26 (8.35),

CG:

63.13 (6.87)

Gender:

14 M, 8 F

Both groups:

standard rehabilitation

program

for

1hour/day,

 5sessions/week

for

6 weeks.

EG:VRBT

for

30 min/day,

3times/week

for

6 weeks.

PSV-apeo

(mm/s)

 

PSV-apec

(mm/s)

 

PSV-mleo

(mm/s)

 

PSV-mlec

(mm/s)

7.37 (2.20)

 

 

9.97 (2.69)

 

 

11.40 (2.24)

 

 

16.78 (2.25)

  6.20 (1.70)

 

 

9.18 (1.75)

 

 

11.22 (2.06)

 

 

15.50 (3.59)

6.01 (1.85)

 

 

9.67 (2.72)

 

 

9.92 (1.28)

 

 

14.41 (4.08)

5.64 (1.57)

 

 

9.14 (2.31)

 

 

9.82 (1.20)

 

 

14.12 (4.01)

RCT

Greater

improvement

in the EG

on dynamic

balance

(BBS and TUG)

was seen

compared to

the CG,

but not static

balance in

both groups.

BBS

(score)

39.09 (5.66)

43.09 (4.80)

41.09 (4.01)

43.90 (4.06)

TUG (sec)

21.74 (3.41)

20.40 (3.19)

19.60 (4.42)

19.08 (4.52)

Nildo Manoel da Silva Ribeiro et al (2015)(59)

Brazil

30 stroke

patients.

EG (n:15)

and

CG (n:15).

Onset

period (mos):

EG:

42.1 (26.9),

CG:

60.4 (44.1)

Age (yrs):

EG:

53.7 (6.1),

CG:

52.8 (8.6)

Gender:

11 M,19 F

Patients

received

1-hr

treatment

sessions

twice/week

for

 2months.

Fugl–Meyer

(Balance)

12.9 (1.8) (intergroup comparisons)

 

11.9 (1.8) (intergroup comparisons)

 

RCT

A significant difference was observed between both groups pre and post-intervention in terms of the following Fugl–Meyer balance variable.

Taesung In

et al

(2016)(42)

South Korea

 

 

 

25 patients

with stroke.

EG(n:13)

and

CG (n:12).

Onset

period(mos):

EG:

12.54±4.14,

CG:

13.58±5.28

Age(yrs):

EG:

57.31±10.53,

CG:

54.42±11.44

Gender:

15 M, 10 F

Both groups

received a conventional rehabilitation

program

for 30

min.

The VRRT

group also

performed a

VRRT program

for 30 min,

5times a

week for

1month.

The CG

performed a conventional rehabilitation

program and a placebo VRRT program.

BBS(score)

(mean ±SD)

45.46±4.12

49.08±2.72

44.75±3.02

46.08±2.97

RCT

 

BBS in both

the EG and the

CG showed significant

 improvements

and significantly improved

in the EG

(p<0.05).

FRT and TUG demonstrated significant improvement

in the EG

but not in the CG.

All conditions

with eyes open

and the medial-lateral sway with eyes closed demonstrated significant improvement in postural sway in the VRRT group (p<0.05), but not in the CG. The anterior-posterior sway and medial-lateral sway distance with eyes open showed significant improvements in the EG compared to the CG.

 

FRT(mm)

(mean±SD)

194.16±58.89

200.83±58.83

197.10±71.07

196.13±70.90

TUG(sec))

(mean±SD)

21.82±5.70

18.01±3.70

20.39±4.11

19.30±3.72

EO-APS(cm)

 

 

EO-MLS(cm)

 

 

EO-TS(cm)

 

 

EC-APS(cm)

 

 

EC-MLS(cm)

 

 

EC-TS(cm)

38.68±4.76

 

 

35.41±3.31

 

 

52.16±5.97

 

 

56.80±8.43

 

 

50.18±5.69

 

 

84.36±8.16

31.59±2.30

 

 

33.51±2.91

 

 

49.27±6.71

 

 

55.40±9.12

 

 

47.31±5.83

 

 

82.93±7.11

37.93±3.16

 

 

34.78±3.74

 

 

51.30±5.93

 

 

60.86±14.67

 

 

52.65±13.56

 

 

85.40±19.34

37.58±3.81

 

 

33.19±4.47

 

 

50.94±3.97

 

 

60.87±15.28

 

 

53.50±10.65

 

 

84.60±20.84

Aristela de Freitas Zanona

et al

(2019)(41)

Brazil

10 stroke

patients.

Onset period:-

Age:

67.08±5.54

Gender:

6 M, 4 F

30 sessions/week,

of 1hr,

in which

VR games were selected to favor bilateral and symmetrical movements.

BBS

(mean±SD)

37.5±9.81

44.0±8.66

-

-

CT

Balance significantly improved with VR.

 

Hyung Young Lee

et al

(2015)(40)

South Korea

24 stroke

patients.

VR-based

training

group(n:12)

and

task-oriented

training

group(n:12).

Onset period:-

Age(yrs):

EG:

45.91±12.28,

CG:

49.16±12.85

Gender:

16 M,8 F

The

VR-based

training group: Nintendo Wii Fit Plus for

30 min/day,

3times/week

for 6 weeks.

The task-

oriented training group:additional

task-oriented programs for

30 min/day,

3times/week

for 6 weeks.

Both groups: conventional

physical

therapy for

an hr/day,

5 times/week

for 6 weeks.

FRT(cm)

(mean±SD)

15.84±6.32

24.75±7.44

16.40±5.91

21.39 ± 6.31

RCT

The pre-and

post-test

values

measured

In both groups,

stable FRT

increased

significantly

(p<<A.0.05).

In the FRT,

there was

a distinction

between virtual

Training and

task-oriented

training groups

(p<<A.0.0001).

 

 

 

BBS(score) (Mean±SD)

37.8±2.2

46.2±2.3

38.6±1.3

41.5±3.7

RCT

The EG

demonstrated a significant

difference after intervention

in BBS and TUGT

(p<0.05).

The differences

in BBS and

TUGT of the EG

looked significant compared to the

CG(p<0.05).

 

TUG(sec

(Mean±SD)

21.2±2.9

13.6±0.9

22.1±2.1

18.3±1.4

Roberto

Llore´ns

et al

(2015)(22)

Spain

30chronic

stroke patients.

Two 15groups.

Onset

period(days):

EG:

334.13±60.79,

CG:

316.73±49.81

Age(yrs):

EG:

55.47±9.63,

CG:

55.60±7.29

Gender:

17 M,13 F

In-Wook Lee

et al

(2015)(39)

South Korea

20 stroke

patients.

EG(n:10)

and

CG(n:10).

Onset period:-

Age(yrs):

EG:

57.2±9.2,

CG:

52.7±11.7

Gender:

11 M,9 F

CG:

proprioceptive neuromuscular facilitation exercise program.

The VR

 exercise program allocated

 to the EG included simultaneous cognitive

 tasks in

VR space.

Both exercise programs

 for the EG and CG were performed

 forty-5

min/day,

3times/week,

for 6 weeks.

Week 8:

51.20±2.11

Week12:

51.53±2.07

48.80±5.01

Week 8:

51.07±5.09

Week 12:

51.27±5.12

RCT

The clinical

effectiveness

of the VR-based intervention

is supported by

an improvement

of 3 to 4 points

in the BBS scores between the two evaluations, demonstrating that intensive, repetitive, adaptive, and task-oriented training

can promote clinical benefits even long

afterthe injury.

Important improvements were observed in the POMA-B from the initial to the final evaluation, although the modifications detected were not as noteworthy as in the BBS. Major effects may have been avoided by the sensitivity of the POMA-B in detecting changes in the condition of our sample. The improvement was enhanced by 4 CG participants and 3 EG participants.

 

POMA-B

14.53±1.68

Week8:

15.40±0.82

Week12:

15.47±0.74

15.07±1.10

Week8:

15.33±0.72

Week12:

15.53±0.74

POMA-G

 

10.00±0.93

Week8:

10.93±0.79

Week12:

11.00±0.84

10.40±1.45

Week8:

10.80±1.37

Week12:

10.93±1.22

Roberto Lloréns

et al

(2014)(57)

Spain

20 stroke patients. EG (n: 10), CG (n:10)

Onset period (days): EG: 407.5±232.4, CG: 587.6 ±222.1

Age: EG: 58.3 ±11.6, CG: 55.0±11.6

Gender: 9M, 11F

 

Both groups: conventional therapy for 20 one-hr sessions, 5 sessions/week. The EG group underwent 30 min VR interventions and 30 min conventional therapy.

 

BBS

47.2 ±6.7

51.0 ±4.6

44.4 ±7.0

46.2 ±5.7

RCT

The EG showed statistically significant improvements in the BBS and the 10-m Walking Test compared with the CG. Also, a considerable number of participants from the EG decreased their balance disability as measured by the Brunel Balance Assessment. Results suggest that the VR-based intervention can promote the acquisition of the motor strategies necessary for performing the fast and safe postural changes that are necessary to confront the changing environmental stimuli that threaten stability.

 

10-m Walking Test (s)

13.4 ±6.4

11.5 ±5.3

17.0 ±10.9

17.0 ±10.1

Tinetti Performance-Oriented Mobility Assessment – Balance

14.0 ±3.0

15.2 ±0.8

13.8 ±1.7

13.2 ±1.9

Brunel Balance Assessment

 

Level≤9: 2(20%)

Level

1 (10%)

 

2 (20%)

1 (10%)

=10:  0 (0 %)

0 (0 %)

 

1 (10%)

2 (20%)

Level =11: 2 (20%)

1 (10%)

3 (30%)

3 (30%)

Level =12: 6 (60%)

8 (80%)

4 (40%)

4 (40%)

Vitor

Antônio

dos

Santos

Junior

(2019)

(60)

40 stroke patients. PNF (n:15), VR (n:11), and PNF/VR (n:14).

Onset period(mos): PNF: 95.8±99.4, VR: 87.9±64.7, PNF/VR: 46.7±58.6

Age: PNF: 58.2±7.7, VR: 55.5±9.6, PNF/VR: 52.7±13.3

Gender: 23 M, 17 F

 

Twice-weekly 50-min sessions for 2 months. The PNF/VR group performed both PNF and VR exercises performed Nintendo Wii electronic games.

(Fugl-Meyer Scale) balance

PNF: 10.5±1.3

 

VR: 10.64±1.4

PNF: 11.3±1.4

 

VR: 11.5±2.0

PNF/VR: 11.14±1.5

PNF/VR: 11.1±1.7

RCT

Significant improvement in the balance in the PNF and PNF/VR groups was seen.

Devinder Kaur Ajit Singh

et al

(2013)(34)

Malaysia

28 stroke patients.

EG (n:15) and CG (n:13).

Onset period (mos): EG: 40.5±41.8, CG:

34.9±23.6

Age (yrs):

EG: 65.4±9.8, CG: 67.0±8.4

Gender: 16 M, 12 F

EG: 30 min VR balance games in addition to 90 min of standard physiotherapy. CG: 2 hrs of routine standard physiotherapy. Both groups: 12 therapy sessions: 2-hr sessions

twice/week for 6 weeks.

 

TUG (score) (mean (SD))

 

25.33 (14.38)

23.07 (12.22)

23.27 (12.15)

21.69 (12.29)

CT

Both groups showed a decrease in static balance performance. There were no significant improvements in either group regarding BI scores.

 

Overall balance score (score) (mean (SD))

2.53 (1.02)

2.70 (0.72)

3.25 (1.12)

3.31 (1.39)

Ki Hun Cho

et al

(2014)(61)

South Korea

30chronic

stroke

 patients.

EG (n:15)

and

CG (n:15).

Onset

period (days):

EG:

414.46

 150.38,

CG:

460.33 186.78

Age(yrs)

:EG:

65.86 5.73,

CG:

10/5

(66.7/33.3)

Gender:

15 M,15 F

Both groups:

standard

rehabilitation program,

the EG:

TRWVR for

30 min/day,

3times/week,

for 6weeks.

CG:

treadmill

walking

program

for 30 min/day,

3times/week,

for 6weeks.

AP-PSV,

mm/s

 

ML-PSV,

mm/s

 

PSVM,

mm2

7.46 2.67

 

 

8.52 3.28

 

 

20.29 11.00

6.93 2.08

 

 

8.08 3.51

 

 

19.82 11.05

7.44 2.91

 

 

9.38 4.91

 

 

20.82 10.50

6.94 2.60

 

 

8.68 5.42

 

 

20.68 13.49

RCT

Significant

differences

in the time

factor for dynamic balance and gait (P<0.05) in the

EG and CG were

seen, except for

static balance.

Findings indicate

that the real-world

video recording

has an effect on

dynamic balance

and gait in chronic

stroke patients

when added to

treadmill walking.

BBS

(score)

39.26 4.13

42.60 3.06

39.53 5.69

41.06 5.29

TUG

(s)

22.43 3.25

20.01 2.78

21.45 4.78

20.29 4.82

Tinetti Performance-Oriented Mobility Assessment

14.0±3.0

15.2±0.8

13.8±1.7

13.2±1.9

TNote: M: Male, F: Female, EG: Experimental Group, CG: Control Group, BBS: Berg Balance Scale,  MAS: Motor Assessment Scale , CE: Eyes Closed OE: Eyes Open, CoP: Center of Pressure, TIS: Trunk Impairment Scale; FRT: Functional Reach Test, FMA: Fugl-Meyer Assessment, PASS: Postural Assessment Scale, LoS: Limit of Stability, TUG: Timed Up and Go test, MBI: Modified Barthel Index, 10MWT: 10m Walking Test, SBI: Static Balance Index, PSPL: Postural Sway Path Length, APSS: Average Postural Sway Speed, A-P: AnteroPosterior, M-L: MedioLateral, 6MWT: 6 Min Walk Test, ABC: Activities-Specific Balance Confidence, mFRT: modified Functional Reach Test, SV: Sway Velocity, SVV: Subjective Visual Vertical Test, FES: Falls Efficacy Scale, MLS: Medial-Lateral Speed, VM: Velocity Moment, APS: Anterior-Posterior Speed, FSST: Four Step Square Test, CTSIB: Clinical Test for Sensory Interaction in Balance, STOLL: Standing On the Left Leg, STORL: Standing On the Right Leg, ROM: Romberg’s Test, sROM: sharpened Romberg’s Test, FMLE: : Fugl-Meyer scale for Lower Extremity, FIM: Functional Independence Measure, PSV: Postural Sway Velocity, apec: antero-posterior with eye close, APS: Anterior-Posterior Speed, TS: Total Sway distance, FAC: Functional Ambulation Category, PSVM: Postural Sway Velocity Moment, APSS: Average Postural Sway Speed, POMA-B: Performance-Oriented Mobility Assessment Balance subscale, POMA-G: Performance-Oriented Mobility Assessment Gait subscale, RCT: Randomized Controlled Trial, CT: Clinical Trial.

 

Table 4. PEDro scores of the included studies

Study

Eligibility

Criteria

Random Allocation

Concealed Allocation

Baseline Comparability

Subject

Blinded

Clinician

 Blinded

Assessor

 Blinded

Data for

at Least1

Outcome

From>

85% of

subjects

No Missing Data or If Missing intention-

to-Treat Analysis

Between-

Groups

Analysis

Point

Estimates

 and

Variability

Total

Score

(/10)

B. S. Rajaratnam

et al (50)

Yes

1

0

0

0

0

1

1

1

1

0

5

Yoon Bum Song et al (54)

Yes

1

0

1

0

0

0

0

0

1

1

 4

Myung-Mo Lee (49)

Yes

1

0

1

0

0

1

1

0

1

1

5

Trupti Kulkarni

et al (48)

Yes

0

0

1

0

0

0

1

0

1

1

4

Ayça Utkan

Karasu

et al (47)

Yes

1

1

1

0

0

1

1

0

1

1

7

 

Myung

Mo Lee

et al (32)

Yes

1

0

1

0

0

1

1

0

1

1

6

Seung

Kyu Park

et al (56)

Yes

1

0

1

0

0

0

0

0

1

1

4

Giovanni Morone

et al (53)

Yes

1

0

1

0

0

1

1

1

1

1

7

John

Cannell

et al (52)

Yes

1

1

1

0

0

1

1

1

1

1

8

Tülay Tarsuslu Şimşek

et al (55)

Yes

1

1

1

0

0

1

1

1

1

1

8

Shih-

Hsiang

Ciou

et al (46)

Yes

0

0

1

0

0

0

1

1

0

1

4

Gui Bin

Song

et al (64)

Yes

1

0

1

0

0

0

0

0

1

1

3

Jinhwa

Jung

et al (45)

Yes

1

0

1

0

0

1

1

0

1

1

6

Nikita Girishbhai Shobhanal

et al (58)

Yes

1

0

1

0

0

0

0

0

1

1

4

Irene

Cortés-

Pérez

et al (44)

Yes

1

0

1

0

0

1

1

1

1

1

7

Kyeongjin Lee (63)

Yes

1

0

1

0

0

1

1

1

1

1

7

Nara Kim

et al (38)

Yes

1

0

1

0

0

0

0

0

1

1

4

Yo-Soon Bang

et al (62)

Yes

1

0

1

0

0

0

0

0

1

1

4

Imre

Cikajilo

et al (37)

Yes

1

0

1

0

0

0

1

1

1

1

6

Pawel

Kiper

et al (51)

Yes

0

0

1

0

0

0

1

1

1

1

5

Changho

Yom

et al (36)

Yes

1

0

1

0

0

1

1

0

1

1

6

Seok Won Lee et al

(43)

Yes

1

0

1

0

0

0

1

0

1

1

5

Ki Hun Cho

et al (33)

Yes

1

0

1

0

0

0

0

0

1

1

4

Nildo

Manoel da Silva Ribeiro

et al (59)

Yes

1

0

1

0

0

1

1

0

1

1

6

Taesung In

et al (42)

Yes

1

0

1

0

0

1

1

0

1

1

6

Aristela de Freitas Zanona

et al (41)

No

0

0

1

0

0

0

0

0

0

1

2

Hyung

Young Lee

et al (40)

Yes

1

0

1

0

0

0

1

0

1

1

5

In-Wook Lee

et al (39)

Yes

1

0

1

0

0

0

0

0

1

1

4

Roberto Llore´ns

et al (22)

Yes

1

0

1

0

0

1

1

1

1

1

7

Roberto Lloréns

et al (57)

Yes

1

1

1

0

0

1

1

1

1

1

8

Vitor Antônio dos Santos Junior (60)

Yes

1

0

1

0

0

1

1

0

1

1

6

Devinder Kaur Ajit Singh

et al (34)

Yes

0

0

1

0

0

1

1

0

1

0

4

Ki Hun

Cho

et al (61)

Yes

1

1

1

0

0

1

1

0

1

1

7

 

3) Effects of VR training on balance control in chronic stroke patients
a) Main findings
Studies regarding the use of VR for improving balance control in chronic stroke survivors were in favor of its effectiveness when compared to conventional therapy (33-37,40,42,43,57-59). In one study, VR was compared with Proprioceptive Neuromuscular Facilitation (PNF)(60). In three studies, the effectiveness of VR treadmill training was assessed (38,45,61,62). VR-based telerehabilitation effectiveness of VR training was investigated in one study (22). One study used Speed-Interactive Pedaling Training using VR to see its effectiveness in improving balance performance (63). And finally, two studies were case-series, and there was no control group designed in the study (41,44). In one study (51), the patients were assigned to two groups based on the time since stroke (<6 months) or chronic (>6 months) to examine the effect of VR on balance. The findings of this study suggest that the VR provided to the patients was beneficial for both chronic and subacute groups. Details of each study are demonstrated in table 3.
b) Characteristics of the included studies
The sample size of the studies was mostly small. 14 studies had a sample size of fewer than 30 participants (33-46) and one study had over 50 participants (51). All the studies included male and female participants except two studies (44,46) in which the participants were only male participants. And, the gender of the participants in the two studies was not mentioned (38, 62).
Among all the studies, only one study included a follow-up result (22), which assessed balance control three months after training. Of the 23 studies included, eight studies used Wii-based VR for balance training (33,34,38,40,41,59,60,62). One study utilized a telerehabilitation system (22), one study used multi-exergaming (37), one used VR ankle exercise (36), and another study utilized VR stepping exercise (57). Xbox Kinect was utilized in two studies(58,64). Immersive VR was used as a balance training system in one study (44), and speed-interactive pedaling training using a smartphone VR application was reported in another article (63). A newly-developed game was tested and reported in an article (46). Visual feedback training was a method utilized in one study (43), while another study used VR reflection therapy (VRRT) (42). Patients in one study were treated using the Virtual Reality Rehabilitation System (51). In one study, researchers assessed the effect of VR accompanied by cognitive tasks on balance ability in chronic stroke patients (39). Authors in one study evaluated the effect of treadmill training based real-world video recording (TRWVR) on balance control of chronic stroke patients (61). VR treadmill training was reported in another article (45).
The control group in most studies performed conventional therapy, while three studies did not use any control group for comparing the results (41,46, 51). Control groups in other studies were treadmill training (45,61,62), placebo VRRT (42), task-oriented training (40), proprioceptive neuromuscular PNF (39), ergometer training (64), conventional therapy, and cycle training (63). In one study, control group participants watched a documentary as their treatment (36). The control group in one study performed either conventional therapy or no intervention (44). The effect of VR on balance control was assessed in a home or clinic setting (control group) (22). In one of the articles, the subjects were allocated to three groups, PNF, VR, and PNF, plus VR (60). A range of outcome measures was used to measure balance including BBS (22,33,35,39,41, 42,44,46,51,58,61), TUG (33,36,37,39,42,45,61,64), and Tinetti (44,57,61). Details of each study can be found in table 3.

Methodological quality of the included articles
We used the PEDro scale (65) to assess the methodological quality of the included studies. The PEDro scale comprised 11 items, and the study’s score was determined by whether or not the items were met. Each satisfied item (except the first item) is worth one point toward the total score, which ranged from 0 to 10. The total score was divided into three levels: (1) high quality (score 6–10), (2) fair quality (score 4–5), and (3) poor quality (score≤3)
(66). The PEDro scores for the included articles are reported in table 4.
The methodological quality rating of included studies on the PEDro scale varied between 2 and 8 points with a median of 5.39 points. Two reviewers independently assessed the quality of included articles with the PEDro scale. In case of disagreement in the quality assessment of the two reviewers, a consensus was reached by discussion.

Discussion
Thirty-three papers involving a total of 930 patients with stroke were reviewed concerning balance improvement post-stroke with VR training. All the papers in this study are classified based on stroke stage and discussed in detail in the acute, subacute, and chronic stages.

a) Effects of VR on balance performance in acute stroke subjects
The results indicate that balance can be improved with VR. However, the addition of VR training combined with conventional training does not provide additional benefits over CT alone. The lack of sufficient studies regarding VR effectiveness in the acute phase of stroke might be a possible explanation for this unfavorable result. Also, the sample sizes of participants included in the studies were not large enough to be generalizable for the rehabilitation of all the patients after stroke. Though the two studies related to the effectiveness of VR training in balance post-stroke were randomized control studies, only one used random allocation and assessor blindness to the participant’s grouping. Moreover, these studies did not evaluate the long-term effects of VR balance training within rehabilitation. Based on the PEDro scale, quality of the two articles was fair. Ranges of outcome measures were used in the articles, but BBS was the common used outcome measure in the related papers.

b) Effects of VR on balance performance in subacute stroke subjects
The current data highlight the importance of VR training as an adjacent to standard therapy for improving balance status in the subacute phase of stroke. While the usefulness of VR therapy is clearly supported in all studies, one study (52) showed that training with VR does not have superiority over conventional therapy. The study tested a novel interactive motion-capture-based rehabilitation using commercially available software (Jintronix™), which improved balance outcome measures in the experimental group, but there was a lack of between-group differences in the study. 
There are several possible explanations for this inconclusive result. Randomizing concealment was used only in three studies (47,52,55). Nevertheless, it is worth mentioning that all seven studies used blinded assessors in their research. Based on the PEDro scale quality of five articles was high, and two papers had fair quality. Besides, sample sizes were generally small, which lacks external validity. Therefore, these findings may not be applicable to the wider population.
Another possible explanation for this heterogeneity is that, except for one study (53), studies did not include follow-up assessments in their research settings. The most frequently used outcome measures were BBS, TUG, and FRT, among a range of different outcome measures.

c) Effects of VR on balance performance in chronic stroke subjects
Studies across chronic stroke patients indicated that VR training could be an effective method of enhancing balance. However, in three studies, patients did not show significant improvement compared to the control group, which received only conventional therapy (34,37,59). Our findings confirm that studies have conflicting results, which can be due to several reasons. Firstly, among all studies, only two articles used allocation concealment (57,61). Also, more than half of the studies were non-blind studies. Although many of the studies had a PEDro scale of 6≥, small sample sizes of participants avoid generalizable results. A variety of outcome measures were used, but the most popular outcome measure among reviewed articles was BBS and TUG.
We performed a review to summarize and report the findings of included articles related to the effect of VR training on balance recovery in stroke survivors. Our results show that most of the articles claim that applying VR training in addition to standard rehabilitation has an added advantage over routine rehabilitation alone in improving balance status following stroke. On the contrary, a number of studies confirmed the usefulness of VR treatment as equal to standard rehabilitation for improving balance ability following stroke.
Varying results obtained from the studies have some possible reasons. Apart from different study settings and divergent quality of included articles, the intensity of the VR intervention and the VR system used were extensively variable among included studies. Furthermore, the chronicity of the stroke might be one of the most significant factors in balance recovery. 
Overall, the benefit of VR treatment as an additional intervention to the standard rehabilitation of balance training following stroke has been confirmed in acute, subacute, and chronic phases. Nonetheless, the superiority of VR training to conventional therapy for improving stroke patients’ balance ability has moderate evidence. It should be noted that some of VR training characteristics e.g., strong motivation, high repetition ability, adaptability, and variability based on each patient baseline, etc. might be accountable for having a more beneficial effect with VR training. One point to be considered is that our results from the included papers did not report any adverse events with using VR-based interventions.
There have been systematic reviews (11,21,67-69) conducted to evaluate the utility of VR technologies in retraining post-stroke individuals. These reviews tended to have broader scopes of investigation and included gait and/or upper limb retraining and/or cognitive rehabilitation. Furthermore, these reviews only included RCTs, removing studies with different designs. The positive results of VR-based intervention in this review article are consistent with data from previous systematic reviews (10,11,67-69) and scoping reviews (26). However, Chen et al (21) in their systematic review suggested moderate evidence to support VR training as an effective adjunct to standard rehabilitation for improving balance for patients with chronic stroke. They also concluded that in acute or subacute stroke patients, the effect of VR training on balance recovery is less clear.
Our study aimed to review studies using VR-related systems as an intervention to improve balance control post-stroke. Findings from our review highlight the importance of a well-designed randomized control trial with an appropriate sample size that includes all three phases of stroke patients to implement VR in the rehabilitation programs of balance recovery. Another important factor is considering the severity of the patient’s condition.

Conclusion
To the best of our knowledge, this is the first review study regarding the impact of VR on balance recovery that includes and categorizes articles based on stroke phases. Overall, this study strengthens the idea that VR training has the potential to become an effective adjacent to routine rehabilitation treatments for improving balance status post-stroke. However, to achieve integrated clinical practice protocols conducting a comprehensive RCT that incorporates all three phases of the stroke, and an appropriate study setting is necessary to identify the standard VR-based rehabilitation intervention settings for balance deficit stroke patients.


Study limations and suggestions for future studies
One of the limitations of this study is that only 33 studies were included in this review, which might not be representative of all the available research in this field. Another limitation of the study is the small sample size of the included studies which might limit the generalizability of the results.
Besides, the studies included in this review were heterogeneous in terms of VR interventions, outcome measures, and stroke severity, which might affect the comparability of the studies. Furthermore, most of the studies did not include follow-up assessments, which might limit the understanding of the long-term effects of VR interventions on balance recovery post-stroke.
Future studies should conduct well-designed randomized controlled trials with larger sample sizes to provide more robust evidence regarding the effectiveness of VR interventions on balance recovery post-stroke. Future studies should also include long-term follow-up assessments to evaluate the sustainability of the effects of VR interventions on balance recovery. Moreover, future studies can strive to standardize the VR interventions used, as well as the outcome measures, to enhance the comparability of the studies. It is important to suggest for future studies to include stroke patients with different severities to evaluate the effectiveness of VR interventions on balance recovery in different stages of stroke.

Conflict of Interest
The authors declare that there are no conflicts of interest.

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