Immersive Virtual Reality in Stroke Rehabilitation: A Systematic Review and Meta-Analysis of Its Efficacy in Upper Limb Recovery
Abstract
:1. Introduction
2. Materials and Methods
2.1. Search Strategy
2.2. Inclusion and Exclusion Criteria
- Population: stroke patients of all ages, severity levels, and care settings with upper limb impairments, with no restrictions based on gender.
- Interventions: The interventions involved using imVR to target upper limb stroke rehabilitation. There were no exclusions based on the duration of interventions, the number of sessions per week, the care settings, or the use of controllers or hand tracking.
- Control: conventional rehabilitation
- Outcomes: the primary outcome was improvement in upper limb motor function in stroke patients, evaluated using the Fugl–Meyer Assessment Upper Extremity Scale (FMA-UE), the Box and Block Test (BBT), and the Action Research Arm Test (ARAT).
- Study sesign: all studies included in the meta-analysis were randomized controlled trials (RCTs), whereas interventional studies were included in the systematic review section.
2.3. Data Extraction
2.4. Quality Assessment
2.5. Statistical Analysis
3. Results
3.1. Quality Assessment
3.2. Participants
3.3. Interventions
3.4. Clinical Effectiveness of imVR
3.5. Dose–Response Relationship
3.6. Risk of Bias and Sensitivity Analysis
4. Discussion
5. Conclusions
Supplementary Materials
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Acknowledgments
Conflicts of Interest
References
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Databases | Strings | Numbers Results |
---|---|---|
Web of Science | TS = (“immersive virtual reality”) AND (“upper extremity” OR “upper limb”) AND stroke AND rehabilitat*) | 82 |
Scopus | TITLE-ABS (“immersive virtual reality”) AND (“upper extremity” OR “upper limb”) AND stroke AND rehabilitat*) | 88 |
PubMed | (“immersive virtual reality”[Title/Abstract]) AND (“upper extremity”[MeSH Terms]) AND (stroke[MeSH Terms]) AND (rehabilitat*[MeSH Terms]) | 29 |
Study | Country | N (% Female) | Control Group | Experimental Group | Age | Stroke Stage |
---|---|---|---|---|---|---|
Altukhaim et al., 2024 [36] | UK | 12 (46) | 6 | 7 | 72.87 | Chronic |
Amin et al., 2024 [37] | Pakistan | 52 (35) | 26 | 26 | 50.8 | Subacute |
Burton et al., 2022 [38] | Belgium | 55 (42) | 30 | 25 | 60 | Acute, subacute, and chronic |
Chen et al., 2023 [39] | China | 28 (36) | 14 | 14 | 57.75 | Subacute |
Demir et al., 2023 [40] | Turkey | 35 (52) | 10 | 15 | 51 | Subacute |
Elor et al., 2018 [41] | USA | 6 (17) | / | 6 | 26.5 | Chronic |
Everard et al., 2022 [42] | Belgium | 45 (40) | 23 | 22 | 64 | Subacute and chronic |
Fregna et al., 2022 [22] | Italy | 16 (25) | / | 16 | 62 | Subacute and chronic |
Hsu et al., 2022 [43] | Taiwan | 35 (57) | 17 | 18 | 54.6 | Chronic |
Huang et al., 2022 [44] | Taiwan | 30 (67) | 15 | 15 | 54.57 | Chronic |
Huang et al., 2023 [45] | Taiwan | 40 (31) | 20 | 20 | 64.2 | Subacute |
Jo et al., 2024 [46] | South Korea | 30 (50) | 15 | 15 | 49.43 | Subacute |
Juan et al., 2023 [47] | Spain | 14 (36) | / | 14 | 40.61 | Chronic |
Lee et al., 2020 [25] | South Korea | 12 (42) | / | 12 | 40.2 | Chronic |
Lim et al., 2020 [48] | Korea | 20 (30) | 10 | 10 | 60.25 | Chronic |
Lin et al., 2020 [49] | Taiwan | 18 (50) | 9 | 9 | 22 | Chronic |
Matamala-Gomez et al., 2022 [50] | Spain | 20 (100) | / | 20 | 60.05 | Chronic |
Mekbib et al., 2021 [51] | China | 23 (26) | 12 | 11 | 55 | Subacute |
Ogun et al., 2019 [52] | Turkey | 65 (22) | 32 | 33 | 60.62 | Chronic |
Park et al., 2021 [53] | Korea | 1 (0) | / | 1 | 56 | Subacute |
Phelan et al., 2021 [54] | UK | 10 (60) | / | 10 | 11 | Chronic |
Sip et al., 2022 [55] | Poland | 20 (NS) | 10 | 10 | 57 | Subacute |
Song and Lee, 2021 [56] | Korea | 10 (40) | 5 | 5 | 64 | Chronic |
Study | Study Design | VR Headset | VR Interactions | Type of Exercises/Games | Description | DoI | NoSPW | DoOS (min) | Setting | Outcome Measures | Main Results |
---|---|---|---|---|---|---|---|---|---|---|---|
Altukhaim et al., 2024 [36] | RCT | Oculus Rift | Hand tracking | Reach the target objects | The game requires players to reach target objects in seven semi-circular positions. A total of 35 balls are presented, each target receiving five balls. | 1 | 5 | 30 | Hospital | FMA-UE | The study revealed that imVR has the potential to enhance motor function in stroke patients with upper limb impairment. |
Amin et al., 2024 [37] | RCT | Oculus Quest 2 | Hand tracking | Hit a rolling ball, grasp a balloon, switch hands, and grip a pencil. | In the first game, the patient hits randomly generated, colored rolling balls. In the second game, the patient grasps a virtual balloon to reach nearby balls. In the third game, the patient swipes incoming balls in different directions. The final game involves gripping and holding a virtual pencil. | 6 | 4 | 24 | Hospital | FMA-UE, ARAT, BBT | The main result showed that VR was effective in improving hand motor functions. |
Chen et al., 2023 [39] | RCT | HTC Vive Pro | Controllers | Dumbbell lifting, fishing, sheep whacking, apple picking, and balloon popping. | Patients hold the controller at shoulder level for 1 to 3 s for the dumbbell exercise. In the fishing game, participants use the controller as a rod to catch fish and pull them out of the water. In the sheep game, participants stand before two holes, whacking the sheep back into the holes. In the apple-picking game, participants use the controller as a bird to pick apples from a tree and drop them onto a stump. For balloon popping, participants reach their hand toward the balloon to pop it. | 2 | 6 | 30 | Hospital | FMA-UE | Immersive VR statistically significant improvements in shoulder flexion, shoulder abduction, upper limb motor function, and QoL were observed in both groups. |
Hsu et al., 2022 [43] | RCT | Oculus Rift | Hand tracking | VR-MT system | VR-MT included movements such as forearm supination/pronation, wrist extension/flexion, finger extension/flexion, thumb opposition with the little finger, thumb extension/flexion, and tendon-gliding exercises. | 9 | 3 | 30 | Hospital | FMA_UE | VR-MT has potential effects on restoring upper limb motor function in chronic stroke patients, compared to COT. |
Huang et al., 2022 [44] | RCT | HTC vive | Controllers | Twenty VR exercises | There was no list of the names and descriptions of the exercises. | 5 | 3 | 60 | Hospital | FMA-UE | The results showed that the imVR group demonstrated significantly more improvements in FMA-UE and AROM than the COT group. |
Huang et al., 2023 [45] | RCT | Oculus Rift | Controllers | Immersive VR system | NS | 3 | 5 | 30 | Hospital | FMA-UE, BI | The FMA-UE score was more significant in the imVR compared with the Control at the post-intervention. |
Jo et al., 2024 [46] | RCT | Pico GO VR 4K | Hand tracking | Novel 360° imVR- MT | NS | 4 | 3 | 30 | Hospital | FMA-UE, BBT | Results revealed that the 360 imVR-MT group showed significantly more improvements in FMA-UE and BBT than conventional rehabilitation. |
Lin et al., 2020 [49] | RCT | Oculus Rift | Hand tracking | Immersive VR-MT system | Supination, thumb-to-the-tip of the finger movement, thumb circling, wrist flexion and extension, tendon gliding exercise, finger flexion and extension, and key pinch. | 2 | 2 | 45 | Hospital | FMA-UE | The findings suggest that imVR-MT resulted in better clinical effects for upper limb motor facilitation than traditional MT. |
Matamala-Gomez et al., 2022 [50] | RCT | Oculus quest | Hand tracking | Virtual arm illusion | They used exercises, organized into six modules of increasing complexity, but did not describe the exercises. | 5 | 3 | 20 | Hospital | FMA-UE, ROM | The imVR training group presented higher functional motor ability recovery after cast removal (T1) and six weeks later (T2) than non-imVR training groups. |
Mekbib et al., 2021 [51] | RCT | HTC vive | Hand tracking | Grasping, transporting, and releasing ball | The patients pick up each ball individually and place it into a basket at the virtual table’s center. | 2 | 4 | 60 | Hospital | BI, FMA-UE | The VR group revealed significant improvements compared to the control group. |
Ogun et al., 2019 [52] | RCT | HTC vive | Hand tracking | Types of VR programs | Cube handling, decorating a tree with leaves, picking vegetables from a bowl, kitchen experience games, and drumming. | 6 | 3 | 60 | Hospital | FMA-UE, ARAT | The pre-test and post-test results of the FMA-UE and ARAT showed a significant difference, favoring the VR group. |
Sip et al., 2022 [55] | RCT | Oculus quest | Hand tracking | VR mirror therapy and classical mirror therapy | NS | 3 | 6 | 30 | Hospital | FMA-UE | FMA-UE obtained a statistically significant outcome. |
Song and Lee, 2021 [56] | RCT | Oculus Rift | Controllers | Living room, kitchen, veranda, and convenience store | The content of this imVR rehabilitation game includes a daily life training component featuring environments like a living room, kitchen, and veranda. | 4 | 5 | 30 | Hospital | EMG and MFT | The findings indicate that imVR-based bilateral is an effective intervention for improving upper limb functions in patients with chronic stroke. |
Demir et al., 2023 [40] | RCT | Oculus Rift | Hand tracking | Climb game | An immersive Oculus Rift VR climbing game was used. | 6 | 7 | 30 | Hospital | BBT | There were significant improvements in the imVR group compared to control group. |
Lim et al., 2020 [48] | RCT | Oculus Rift | Hand tracking | Catching balls, playing xylophones, moving cherry tomatoes into a bowl, avoiding stones, throwing objects towards a target, and popping bubbles. | The patient sat in a chair with a backrest and performed six games (catching balls, playing the xylophone, moving cherry tomatoes into a bowl, avoiding stones, throwing objects) with a target and popped bubbles using both hands. | 4 | 4 | 30 | Hospital | BBT, ARAT | This study demonstrated that VR training combined with CR significantly improved functional improvement compared to CR alone. |
Elor et al., 2018 [41] | Pilot study | HTC vive | Controllers | Catching falling stars | Patients catch descending stars that fall in a straight line (0°) in mode 1, at a 45° angle in mode 2, and 90° angle in mode 3. | 1 | 1 | 5 | NGO center | Questionnaire | The results suggest that an imVR intervention provides a motivating and cost-effective solution for real-time data capture during rehabilitation. |
Burton et al., 2022 [38] | Observational | Oculus quest | Hand tracking | Grasp, grip, pinch and gross movement | The patients grasp and lift wooden cubes of various sizes and weights. Next, they pour water from one glass to another, grabbing and moving marbles of different diameters. Finally, they touch their neck, head, and mouth with their contralesional hand. | 2 | NS | NS | Hospital | ARAT, SUS | The ARAT-VR is a valid, usable, and reliable tool to improve paretic hands among individuals with stroke. |
Fregna et al., 2022 [22] | Feasibility study | Oculus quest | Hand tracking | Ball in hole, cloud, glasses and rolling pin | Patients push a ball into a designated hole using their corresponding hand. Next, a cloud appears to the left or right, prompting them to pop all bubbles with the matching hand. In the third task, a glass appears on one of four pedestals arranged in a circle, and patients must push it. The final task involves using both hands to make a rolling pin a set distance along the table. | 1 | 1 | 50 | Hospital | FMA-UE | The results revealed that patients showed high comfort in imVR game development. |
Lee et al., 2020 [25] | Feasibility Study | HTC vive | Controllers | Hammering, ball catch, cup pour, bubble touch, and playing a xylophone | The patient holds a virtual hammer to strike a nail using their affected hand, and the nail is automatically generated in virtual space. In the second activity, the patient catches a ball from the front of the virtual space and throws it back. The third activity involves pouring strawberries from a cup into a bowl. The fourth activity focuses on touching and popping a floating bubble. The final activity consists of playing a xylophone with the affected hand. | 3 | 3 | 30 | Hospital | ARAT | The results of the study showed significant functional improvement in all outcome measures. |
Phelan et al., 2021 [54] | Feasibility study | Oculus quest | Controllers | Climbing | In this game, the child must ascend to the top by performing an overhead arm raise exercise. The game includes highlighted bricks and ropes. To climb up, the child grabs a brick and lowers their arm. Failure to grasp the brick results in the child falling off the climbing wall. | 1 | 1 | 15 | Hospital | ROM | Findings suggested that imVR was an engaging, enjoyable experience that distracted children from the pain and boredom of rehabilitation. |
Juan et al., 2023 [47] | Comparative study | Oculus quest | Hand tracking | Lifting barbells, eating an apple and inflating a balloon. | In the first game, patients lift a barbell above a target height with their affected hand, holding it for a specified time. In the second game, they reach for an apple and bring it to their mouth, involving hand opening and closing. They also touch each finger with their thumb. The third game involves inflating a balloon to assess hand-closing ability. | NS | NS | NS | Hospital | LMS | The result of the study showed that 78.5% of the users preferred interaction using their hands. |
Everard et al., 2022 [42] | Clinical trial | Oculus quest 1 | Controllers | Grasping cube object | Patients move the cubes from one compartment to another. | 1 | 1 | 45 | Hospital | BBT | The study results revealed that test–retest reliability was excellent, and usability was nearly excellent. |
Park et al., 2021 [53] | Case report | HTC vive | Hand tracking | Grasp and release | Eating, grooming, and dressing | 4 | 5 | 20 | Hospital | TULIA | The study reveals that an incomparably best motor response of the left hand during the imVR condition, OT, AR, and VR was 8 (26.7%), 20 (66.7%), and 28 (93.3%), respectively. |
Condition | Duration (One Session, in min) | Frequency (Session/Week) | Duration (Total, in min) | |||
---|---|---|---|---|---|---|
β (SE) | p | β (SE) | p | β (SE) | p | |
Subacute | 0.0032 (0.027) | 0.90 | −0.1599 (0.2200) | 0.46 | −0.0001 (0.0011) | 0.89 |
Chronic | 0.0604 (0.0251) | 0.0163 | −0.3030 (0.5728) | 0.59 | 0.0024 (0.0011) | 0.0254 |
TOTAL | 0.0323 (0.0170) | 0.047 | −0.1148 (0.2028) | 0.46 | 0.0013 (0.0008) | 0.058 |
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Kenea, C.D.; Abessa, T.G.; Lamba, D.; Bonnechère, B. Immersive Virtual Reality in Stroke Rehabilitation: A Systematic Review and Meta-Analysis of Its Efficacy in Upper Limb Recovery. J. Clin. Med. 2025, 14, 1783. https://doi.org/10.3390/jcm14061783
Kenea CD, Abessa TG, Lamba D, Bonnechère B. Immersive Virtual Reality in Stroke Rehabilitation: A Systematic Review and Meta-Analysis of Its Efficacy in Upper Limb Recovery. Journal of Clinical Medicine. 2025; 14(6):1783. https://doi.org/10.3390/jcm14061783
Chicago/Turabian StyleKenea, Chala Diriba, Teklu Gemechu Abessa, Dheeraj Lamba, and Bruno Bonnechère. 2025. "Immersive Virtual Reality in Stroke Rehabilitation: A Systematic Review and Meta-Analysis of Its Efficacy in Upper Limb Recovery" Journal of Clinical Medicine 14, no. 6: 1783. https://doi.org/10.3390/jcm14061783
APA StyleKenea, C. D., Abessa, T. G., Lamba, D., & Bonnechère, B. (2025). Immersive Virtual Reality in Stroke Rehabilitation: A Systematic Review and Meta-Analysis of Its Efficacy in Upper Limb Recovery. Journal of Clinical Medicine, 14(6), 1783. https://doi.org/10.3390/jcm14061783