Read Full Text: Virtual reality for upper extremity rehabilitation in early stroke: A pilot randomized controlled trial (Free to access in ProQuest via NBCOT)
Journal: Clinical Rehabilitation (2018 Impact Factor: 2.738)
Year Published: 2014
Ranked 32nd on our 2014-2019 list of the 50 most influential articles
Last week, we looked at a feasibility study of high-repetition, task-oriented UE motor rehab following stroke. And one of the big questions we got was this:
Wouldn’t this be mind-numbingly boring for the patient and the therapist?
After all, “high repetition” means we are looking at 300+ repetitions in a rehab session, so the possibility of boredom is definitely there.
One of the possible solutions to keeping rehab enjoyable and motivating is virtual reality.
And, this particular study sought to understand if, in early stroke, virtual reality (which involves high-repetition, task-specific training) improves the UE outcomes over conventional OT.
The answer, in this particular study, was that the VR therapy was not superior to conventional therapy alone.
What have we already looked at, related to virtual reality, in the club so far?
Based on our previous stroke articles, virtual reality seems to be best used as an adjunct to therapy in chronic stroke—at least for now.
This is per our look at a 2016 systematic review of UE motor rehab following stroke, and the 2017 Cochrane Review: Virtual reality of stroke rehabilitation.
It is also interesting to note that this study took place in Singapore, and the other randomized control trial of VR for stroke took place in South Korea—and both used customized VR systems. I can’t find the one used by this current study, but here is the company that made it. The system featured a local supermarket setting.
How does this article contribute to the conversation?
This article aligns with research we have already examined, which has failed to capture significant benefits to using virtual reality over conventional approaches, in the acute phase of stroke.
23 adults were randomly assigned into a control group or an intervention group.
The average time since their stroke was 16 days, so all were in the early stroke phase.
The intervention group received nine sessions consisting of 30 minutes of VR therapy over two weeks—in addition to conventional therapy (which included OT and PT).
The control group received comparable amounts of conventional therapy. (No VR therapy was delivered.)
All participants improved in all outcome measures (see below), but they all improved to a similar degree.
But, what about limitations?
Of course, reading the study does raise interesting questions.
- Was enough therapy provided?
- Was the sample size large enough?
- What if both arms had been included in the VR practice? (This has shown promise in another study.)
- Maybe the VR system itself was the problem, and it wasn’t sophisticated enough?
We can expect that the conversation about VR in therapy will continue to try to answer these questions. Technology companies obviously have a major stake in the outcomes.
Assessments
I always think it is helpful to look at the assessments used:
- Fugl-Meyer Assessment (FMA)
- Action Research Arm Test (ARAT)
- Motor Activity Log (MAL)
- Functional Independence Measure (FIM)
Takeaways for OT Practitioners
(These are my personal takeaways, and were not mentioned in the article.)
Patients keep showing improvement in these UE motor rehab studies!
It can feel like a let-down to read an article like this, where the conclusions are insignificant.
However, there was a very important tidbit in there that should not get lost:
The patients improved!
As a reminder, the 2016 systematic review we looked at probably holds true here: that functional recovery from stroke is positively influenced by goal-specific sensorimotor input through training or everyday use of the affected arm and hand.
At this time, you can be confident that your conventional therapy is just as effective as many technologies.
If you have a tendency to worry that there are fancier, more technological, interventions out there that you are not providing to your patients, you can relax a bit. At this point in time, at least in the case of acute stroke rehab, you and your clinical reasoning abilities seem to be exactly what your patients need.
Keep your eyes on this conversation.
That being said, we should continue to watch the conversation on virtual reality for stroke. There are lots of new options coming to market, and they keep getting better and better.
And, there are patients out there who are probably a great fit to use virtual reality as an adjunct to therapy. This blog post contains information about some of the rehab VR options on the market.
Listen to my takeaways in podcast form:
Find other platforms for listening to the OT Potential Podcast here.