Topic Editors

School of Psychology and Life Sciences, Lusophone University of Humanities and Technologies, 1749-024 Lisbon, Portugal
School of Psychology and Life Sciences, Lusophone University of Humanities and Technologies, 1749-024 Lisbon, Portugal

Applications of Virtual Reality Technology in Rehabilitation

Abstract submission deadline
30 April 2025
Manuscript submission deadline
30 June 2025
Viewed by
20418

Topic Information

Dear Colleagues,

The democratization of the use of virtual reality has led to an increase in available virtual reality applications for cognitive training and rehabilitation. Despite this increase, the operating mechanisms underlying the effects in virtual rehabilitation are still not completely understood. Most systematic reviews and meta-analyses in the field highlight the need for conducting high-quality research that allows to understand the working mechanisms of virtual rehabilitation in full and how the effects of intervention sustain over time.

Therefore, this Topic seeks to explore the active ingredients of virtual reality technology in cognitive training and rehabilitation in terms of intervention features relative to the use of game elements, presence of virtual humans and avatars, intensive or distributed practice of cognitive training, or whether the automatization of routines by relying on machine learning methods from artificial intelligence contributes to the efficiency of the rehabilitation procedure.

This Topic is open to innovative studies that explore both the use of new technologies for cognitive training and rehabilitation, as well as studies seeking to contribute to uncover the operating mechanisms of virtual rehabilitation for promoting cognitive overall adjustment of people with acquired brain injury or at risk of developing cognitive impairments.

Dr. Jorge Oliveira
Prof. Dr. Pedro Gamito
Topic Editors

Keywords

  • virtual reality
  • cognitive training
  • cognitive rehabilitation
  • virtual rehabilitation
  • artificial intelligence
  • machine learning
  • serious games
  • acquired brain injuries
  • dementia

Participating Journals

Journal Name Impact Factor CiteScore Launched Year First Decision (median) APC
Brain Sciences
brainsci
2.7 4.8 2011 15.6 Days CHF 2200 Submit
Healthcare
healthcare
2.4 3.5 2013 20.3 Days CHF 2700 Submit
Informatics
informatics
3.4 6.6 2014 38.1 Days CHF 1800 Submit
International Journal of Environmental Research and Public Health
ijerph
- 7.3 2004 25.8 Days CHF 2500 Submit
Journal of Clinical Medicine
jcm
3.0 5.7 2012 16 Days CHF 2600 Submit
Reports
reports
0.8 - 2018 18.6 Days CHF 1400 Submit

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Published Papers (7 papers)

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15 pages, 537 KiB  
Review
The Role of Virtual Reality in Postural Rehabilitation for Patients with Parkinson’s Disease: A Scoping Review
by Francesco Agostini, Marco Conti, Giovanni Morone, Giovanni Iudicelli, Andrea Fisicaro, Alessio Savina, Massimiliano Mangone and Marco Paoloni
Brain Sci. 2025, 15(1), 23; https://doi.org/10.3390/brainsci15010023 - 29 Dec 2024
Viewed by 660
Abstract
Parkinson’s disease is the second most common neurodegenerative disease worldwide, characterized by bradykinesia, rigidity, tremor, and postural instability. These symptoms often lead to significant postural deformities and an increased risk of falls, severely impacting the quality of life. Conventional rehabilitation methods have shown [...] Read more.
Parkinson’s disease is the second most common neurodegenerative disease worldwide, characterized by bradykinesia, rigidity, tremor, and postural instability. These symptoms often lead to significant postural deformities and an increased risk of falls, severely impacting the quality of life. Conventional rehabilitation methods have shown benefits, but recent advancements suggest that virtual reality (VR) could offer a promising alternative. This scoping review aims to analyze the current literature to evaluate the effectiveness of VR in the postural rehabilitation of patients with PD. A scientific literature search was performed using the following databases: PubMed, PEDro, Cochrane, and Google Scholar, focusing on randomized controlled trials (RCTs) published in English. Our selection criteria included studies that compared VR-based rehabilitation to traditional methods regarding posture-related outcomes. We identified and analyzed nine RCTs that met our inclusion criteria. The results consistently demonstrated that VR-based rehabilitation leads to greater improvements in balance and gait compared to conventional therapy. Key findings include significant enhancements in balance confidence and postural control and a reduction in fall rates. The superior efficacy of VR-based rehabilitation can be attributed to its engaging and immersive nature, which enhances patient motivation and adherence to therapy. VR allows for precise, repeatable training scenarios tailored to individual patient needs, providing a safe environment to practice and improve motor skills. In conclusion, VR-based rehabilitation represents an innovative approach with substantial potential to improve the quality of life for PD patients. However, limitations such as small sample sizes and short intervention durations in existing studies highlight the need for larger multicenter trials with longer follow-up periods to confirm these findings. Full article
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13 pages, 1833 KiB  
Article
Amplifying Cognitive Functions in Amateur Esports Athletes: The Impact of Short-Term Virtual Reality Training on Reaction Time, Motor Time, and Eye–Hand Coordination
by Maciej Lachowicz, Anna Serweta-Pawlik, Alicja Konopka-Lachowicz, Dariusz Jamro and Grzegorz Żurek
Brain Sci. 2024, 14(11), 1104; https://doi.org/10.3390/brainsci14111104 - 30 Oct 2024
Viewed by 1260
Abstract
Objectives: Electronic sports (esports) have grown into a major competitive field in today’s digital landscape, attracting the interest of established companies and evolving into a fast-growing industry. Cognitive function, including reaction time, motor time, and eye–hand coordination, plays a crucial role in e-athlete [...] Read more.
Objectives: Electronic sports (esports) have grown into a major competitive field in today’s digital landscape, attracting the interest of established companies and evolving into a fast-growing industry. Cognitive function, including reaction time, motor time, and eye–hand coordination, plays a crucial role in e-athlete performance. This study aims to examine the impact of VR training on these cognitive functions in amateur e-athletes. Methods: The study involved 66 amateur e-athletes (45 men and 21 women, aged 19–41, with a mean age of 23.96 ± 3.90 years) who reported active, non-professional involvement in esports. Participants were randomly assigned to an experimental group (E) (n = 32) and a control group (C) (n = 34), with initial comparisons confirming no significant differences in daily gaming habits, esports experience, or age between groups. The E group completed 15-minute daily training sessions using the VR game Beat Saber over eight consecutive days. Results: The results demonstrated that VR training significantly improved eye–hand coordination in the experimental group, although there were no notable effects on reaction time or motor time. Conclusions: These findings suggest that VR training may be an effective method to enhance certain cognitive functions, specifically eye–hand coordination, among amateur e-athletes. This could offer a valuable approach for performance improvement in this rapidly growing field. Full article
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14 pages, 3076 KiB  
Systematic Review
Effectiveness of Virtual Reality in Occupational Therapy for Post-Stroke Adults: A Systematic Review
by Síbila Floriano Landim, Roberto López, Antonia Caris, Constanza Castro, Ramon D. Castillo, Daniela Avello, Braulio Henrique Magnani Branco, Pablo Valdés-Badilla, Florencia Carmine, Cristian Sandoval and Edgar Vásquez
J. Clin. Med. 2024, 13(16), 4615; https://doi.org/10.3390/jcm13164615 - 7 Aug 2024
Cited by 1 | Viewed by 5390
Abstract
Background: In recent years, there has been a growing use of technological advancements to enhance the rehabilitation of individuals who have suffered from cerebrovascular accidents. Virtual reality rehabilitation programs enable patients to engage in a customized therapy program while interacting with a computer-generated [...] Read more.
Background: In recent years, there has been a growing use of technological advancements to enhance the rehabilitation of individuals who have suffered from cerebrovascular accidents. Virtual reality rehabilitation programs enable patients to engage in a customized therapy program while interacting with a computer-generated environment. Therefore, our goal was to investigate the effectiveness of virtual reality in occupational therapy for people’s rehabilitation after a cerebrovascular accident. Methods: We systematically searched databases (Pubmed/Medline, Scopus, Web of Science, and Science Direct) for randomized controlled trials published within the last 10 years. Studies involving adult stroke survivors undergoing virtual reality-based interventions aimed at improving upper-extremity motor function were included. The quality assessment followed PRISMA guidelines, with the risk of bias assessed using the Cochrane tool (version 6.4) and methodological quality evaluated using GRADEpro. Results: We selected sixteen studies that met the main criteria for the implementation of virtual reality technology. The interventions described in the articles focused mainly on the upper extremities and their fine motor skills. Conclusions: When used in conventional treatments to improve people’s motor and cognitive functions after a cerebrovascular accident, virtual reality emerges as a beneficial tool. Additionally, virtual reality encourages adherence to the interventional process of rehabilitation through occupational therapy. Full article
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9 pages, 765 KiB  
Brief Report
Feasibility of Virtual Shopping Budget-Management Training on Executive Functions in Healthy Young Adults: A Pilot Study
by Si-An Lee, Ji-Yea Kim and Jin-Hyuck Park
Brain Sci. 2023, 13(11), 1573; https://doi.org/10.3390/brainsci13111573 - 9 Nov 2023
Cited by 3 | Viewed by 1351
Abstract
To date, budget management in virtual shopping training has not been given much importance. The main objective of this study was to investigate the effects of virtual shopping budget-management training on executive functions and brain activation. Sixteen participants were randomly assigned to the [...] Read more.
To date, budget management in virtual shopping training has not been given much importance. The main objective of this study was to investigate the effects of virtual shopping budget-management training on executive functions and brain activation. Sixteen participants were randomly assigned to the experimental group that received virtual shopping budget-management training or the waitlist control group for a total of 16 sessions. To examine the effects of virtual shopping budget-management training on brain activation, HbO2 was measured in the prefrontal cortex via functional near-infrared spectroscopy (fNIRS) during the Trail Making Test Part B (TMT-B) and Stroop test. Mann–Whitney and Wilcoxon signed-rank tests were used to compare outcomes between and within the two groups. The virtual shopping budget-management training showed no significant difference in all outcomes between both groups (p > 0.05). No significant differences were observed in HbO2 levels during both TMT-B (p > 0.05) and the Stroop test (p > 0.05). However, in the pre-post comparisons, there was a significant difference in the TMT-B (p < 0.05) and Stroop test (p < 0.05) in the experimental group. In this study, although we did not find a distinct advantage in training, it confirmed its potential for clinical benefits in healthy young adults through training. Full article
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16 pages, 2858 KiB  
Article
Areas of Research Focus and Trends in the Research on the Application of VR in Rehabilitation Medicine
by Chen Wang, Jingqi Kong and Huiying Qi
Healthcare 2023, 11(14), 2056; https://doi.org/10.3390/healthcare11142056 - 18 Jul 2023
Cited by 4 | Viewed by 2971
Abstract
Objective: To establish the areas of research focus in the application of VR in rehabilitation medicine, analyze its themes and trends, and offer a reference for future related research in this field. Methods: This paper provides an in-depth analysis of the development process, [...] Read more.
Objective: To establish the areas of research focus in the application of VR in rehabilitation medicine, analyze its themes and trends, and offer a reference for future related research in this field. Methods: This paper provides an in-depth analysis of the development process, areas of research focus, and research trends in the field of the application of VR in rehabilitation medicine, using the Web of Science core dataset as the source and using a bibliometric analysis with CiteSpace. Results: The application of VR in rehabilitation medicine was composed of three stages, and the research topics were reviewed from five perspectives: neurological rehabilitation, psychological treatment, pain distraction, cardiopulmonary rehabilitation, and visual–spatial disorder. Limitations: The research data were sourced from the Web of Science core dataset only, and the data-sample size was not comprehensive. Conclusions: Overcoming VR-technology-induced vertigo, mental disorders from the overuse of VR, individualized treatments, and integration with traditional therapy are all challenges in the application of VR in rehabilitation medicine that require research. In addition, developing VR products with better experiences, constructing standardized guidelines, and conducting more high-quality clinical studies are all future research topics related to the application of VR in rehabilitation medicine. Full article
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13 pages, 1179 KiB  
Article
Reducing Visuospatial Pseudoneglect in Healthy Subjects by Active Video Gaming
by Giuditta Gambino, Lorenzo Pia, Giuseppe Ferraro, Filippo Brighina, Danila Di Majo, Fabrizio Di Giovanni, Tommaso Ciorli, Pierangelo Sardo and Giuseppe Giglia
Brain Sci. 2023, 13(6), 877; https://doi.org/10.3390/brainsci13060877 - 29 May 2023
Viewed by 2625
Abstract
Pseudoneglect phenomenon refers to a condition in which healthy subjects tend to perceive the left side of exactly bisected lines as being slightly longer than the right one. However, behavioural data showed that athletes practising an open-skill sport display less pseudoneglect than the [...] Read more.
Pseudoneglect phenomenon refers to a condition in which healthy subjects tend to perceive the left side of exactly bisected lines as being slightly longer than the right one. However, behavioural data showed that athletes practising an open-skill sport display less pseudoneglect than the general population. Given the fact that so-called exergames (also known as active video games) are platforms designed to fully mimic sport activity, this work intends to investigate whether and how a one-week training period of exergame open-skill sport can determine a similar decrease in pseudoneglect. Fifteen healthy participants (non-athletes) responded to a visuospatial attention task and a control memory task in basal conditions (t0: Pre-game) and after a short period (one week, one hour/day) of tennis exergaming (t1: Post-game). In the Post-game condition, subjects from this experimental group (ExerGame group: EG) reduced leftward space overestimation and made significantly fewer leftward errors compared to the Pre-game condition. Additionally, two other experimental groups were employed: one evaluated within the same conditions of the main experiment but using a non-exergame (Non-Exergame groups: NEG) and the other one without any video game stimulus (Sedentary group: SE). Our findings suggest that daily training of a tennis exergame seems to be able to improve visuospatial attention isotropy by reducing leftward space overestimation, whereas outcomes from non-exergaming and sedentary activity do not modify subjects’ performance. Full article
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13 pages, 1341 KiB  
Protocol
Effect of Physiotherapy Treatment with Immersive Virtual Reality in Subjects with Stroke: A Protocol for a Randomized Controlled Trial
by Aitor Garay-Sánchez, Yolanda Marcén-Román, Mercedes Ferrando-Margelí, M. Ángeles Franco-Sierra and Carmen Suarez-Serrano
Healthcare 2023, 11(9), 1335; https://doi.org/10.3390/healthcare11091335 - 5 May 2023
Cited by 2 | Viewed by 2973
Abstract
Background: Many stroke survivors suffer from sensorimotor deficits, especially balance impairments. The purpose of this trial is to investigate whether the designed Immersive Virtual Reality training program is better in the short term (15 sessions) and in the medium term (30 sessions) than [...] Read more.
Background: Many stroke survivors suffer from sensorimotor deficits, especially balance impairments. The purpose of this trial is to investigate whether the designed Immersive Virtual Reality training program is better in the short term (15 sessions) and in the medium term (30 sessions) than physiotherapy training with Bayouk, Boucher and Leroux exercises, with respect to static balance in sitting and standing, dynamic balance and quality of life in patients with balance impairment in stroke survivors. Methods: This study is a randomized controlled trial with two treatment arms and evaluators blinded, and a functionality treatment group in combination with specific balance exercise training according to Bayouk, Boucher and Leroux (control group) or a balanced treatment using Immersive VR. The primary outcome will be static, Dynamic balance and gait measured by Bestest Assessment Score (BESTest), Berg Scale (BBS), Pass Scale (PASS) and Time Up and Go test (TUG). The secondary outcome will be the stroke-associated quality of life using the Stroke Quality of Life Scale (ECVI-38). Conclusions: The results of this study may add new insights into how to address balance using Immersive Virtual Reality after a stroke. If the new training approach proves effective, the results may provide insight into how to design more comprehensive protocols in the future for people with balance impairments after stroke. Full article
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