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||Iruthayarajah, J., McIntyre, A., Cotoi, A., Macaluso, S., & Teasell, R. (2017). The use of virtual reality for balance among individuals with chronic stroke: A systematic review and meta-analysis. Topics in Stroke Rehabilitation, 24(1), 68-79.
||Ambulation, computer applications, equilibrium, literature reviews, mobility training, outcomes, posture, rehabilitation technology, stroke
||Study evaluated the evidence on the effectiveness of virtual reality interventions for improving balance among individuals with chronic stroke (≥6 months). Pubmed, Scopus, CINAHL, Embase, Psycinfo, and Web of Science databases were searched for randomized controlled trials published in English up to September 2015 assessing balance with virtual reality in chronic stroke participants. Mean and standard deviations from outcome measures were extracted. Pooled standard mean differences were calculated for the Berg Balance Scale (BBS) and the Timed Up and Go test (TUG). In total, 20 of the 984 articles identified met inclusion criteria: 7 examine the Nintendo® Wii Fit balance board, 7 examined treadmill training and virtual reality, and 6 examined postural training using virtual reality. The results from the meta-analyses demonstrate that patients receiving virtual reality treatment improved significantly on the BBS and the TUG compared to those receiving conventional rehabilitation. Furthermore, static balance outcomes significantly improved following virtual reality rehabilitation. Altogether, these results suggest that virtual reality interventions promote the recovery of impaired balance in chronic stroke patients more effectively than conventional rehabilitation.
|Full-Text Availability Options:||https://www.ncbi.nlm.nih.gov/pubmed/27309680|