The Role of VR In Rehabilitating Stroke Patients

January 05, 2022

Introduction

According to the World Health Organization (WHO), stroke is the second leading cause of death across the globe, with 15 million people experiencing this condition every year. Additionally, stroke is one of the leading causes of long-term disability worldwide. Rehabilitation is crucial for stroke patients to regain their physical and mental functions, and Virtual Reality (VR) is one of the latest technological innovations being used in the stroke treatment and rehabilitation process.

In this blog post, we'll delve into the role of VR in rehabilitating stroke patients, backed with relevant data and research.

What is VR, and How Does It Help in Stroke Rehabilitation?

Virtual Reality is a computer-generated simulation of a 3D environment that immerses users in a virtual world. In stroke rehabilitation, VR technology is utilized in exercises and games that help patients regain their motor skills, cognitive abilities, and overall functionality.

VR can stimulate the patient's brain by making them engaged and focused on an interactive digital environment. Users can interact with VR software through sensory feedback (visual, auditory, and kinesthetic), which is essential in neuromuscular re-education.

VR vs. Traditional Rehabilitation Methods

To logically compare traditional rehabilitation methods and VR, we'll highlight the functional metrics that researchers use to measure the outcomes of stroke rehabilitation:

  • Arm motor function
  • Hand and finger dexterity
  • Cognitive function

VR technology helps patients adopt dynamic and diverse rehabilitation exercises that enhance their overall recovery. The following data compares post-stroke patients using VR therapy with conventional therapy.

Arm Motor Function

In a study conducted by Maier et al. (2019), 164 participants with upper limb dysfunction after suffering from a stroke, were treated with either VR therapy or conventional therapy. The results showed that both groups made significant improvements, but the VR group outperformed the conventional group. The VR group recorded a mean change in Fugl-Meyer score of 9.55, while the control group had a 7.82 mean change.

Hand and Finger Dexterity

A study conducted by Yoon et al. (2017) compared VR rehabilitation with conventional therapy in hand and finger dexterity of stroke patients. The results showed that the VR group recorded significantly better results than the control group. The VR group had a mean improvement of 8.50, while the control group improved by 5.05 in the Box and Block Test (BBT).

Cognitive Function

VR rehabilitation has also shown potential in helping stroke patients regain their cognitive abilities. A meta-analysis of 12 studies by Kim et al. (2021) showed that VR therapy had a significant effect on executive function, attention, and visuospatial abilities in stroke patients.

Conclusion

Virtual reality technology is a promising method in the field of stroke rehabilitation, and it undoubtedly holds the potential to revolutionize the rehabilitation process in the coming years. This innovative technology provides interactive and effective exercises and simulations that aid stroke patients in their journey towards faster and more comfortable recovery.

References:

  • Kim, Y. H., Jang, S. H., & Yang, D. S. (2021). Effect of virtual reality on cognitive function in stroke patients: A systematic review and meta-analysis. Applied ergonomics, 97, 103414.
  • Maier, M., Rubio Ballester, B., Duff, A., & Verschure, P. F. (2019). Effect of specific over nonspecific VR-based rehabilitation on poststroke motor recovery: a systematic meta-analysis. Neurorehabilitation and Neural Repair, 33(2), 112-129.
  • Yoon, J., Cho, K. H., Ha, S. M., & Lee, W. H. (2017). Virtual reality-based training increases upper extremity function in chronic stroke patients: a randomized controlled trial. Journal of physical therapy science, 29(10), 1737-1740.

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