From the Guidelines
Neurological rehabilitation with virtual reality glasses is a promising approach, but its effectiveness is still in its infancy and requires more rigorous research, particularly for traumatic brain injury (TBI) rehabilitation, as highlighted in a 2021 systematic review 1. The use of immersive virtual reality (VR) in acquired brain injury (ABI) rehabilitation has shown potential for assessment and treatment, but existing evidence is limited by small sample sizes, heterogeneity, and limited generalizability of findings 1. Key considerations for the design and implementation of VR tasks in ABI rehabilitation include:
- Engaging end users
- Considering participant, researcher, and technological factors
- Addressing facilitators and barriers
- Incorporating rehabilitation principles
- Supporting implementation in clinical practice 1 While VR therapy has the potential to provide innovative assessment and treatment methods, its integration into clinical practice should be approached with caution, prioritizing high-quality research and evidence-based guidelines to ensure optimal outcomes for patients. In clinical practice, VR rehabilitation programs may involve 30-45 minute sessions, 3-5 times weekly for 4-12 weeks, with gradual increases in difficulty as the patient improves, but these protocols should be tailored to individual patient needs and integrated into a comprehensive treatment plan that includes traditional physical therapy, occupational therapy, and other appropriate interventions based on the specific neurological condition being treated.
From the Research
Neurological Rehabilitation with Virtual Reality Glasses
- Virtual reality (VR) based interventions have shown potential benefits in improving ambulation function, mobility, balance, upper limb function, and body structure/function and activity in patients with neurological disorders 2.
- Studies have found that VR training can lead to significant improvements in cognitive domains such as executive and visual-spatial abilities, speech, attention, and memory skills in neurological patients 3.
- The use of VR in neurorehabilitation has been found to be feasible and effective in treating various neurological conditions, including dementia, stroke, spinal cord injury, Parkinson's, and multiple sclerosis 4.
- VR-based neurorehabilitation has shown encouraging results for executive functions and visuospatial abilities, particularly for both acute and neurodegenerative conditions 5.
- The clinical utility of VR in neurorehabilitation has been supported by studies, which have found improvements in motor functions, greater community participation, and improved psychological and cognitive function 6.
Key Factors and Considerations
- Customization of VR systems is an important factor linked with improved outcomes 2.
- Safety concerns are not always addressed in studies, with only a limited number of reviews reporting adverse effects 2.
- The development of low-cost, immersive VR technologies can provide effective and accessible solutions for clinical rehabilitation in healthcare and home-based settings 4.
- The use of VR in neurorehabilitation is expected to continue to grow, with potential applications in maximizing recovery and improving patient outcomes 6.
Applications and Future Directions
- VR can be used to enhance the effects of conventional therapies, promoting longer training sessions and reducing overall hospitalization time 3.
- The use of VR in neurorehabilitation can lead to improved motivation and participation, resulting in better responses to treatment 3.
- Future studies should focus on high-quality randomized controlled trials to test principles and mechanisms, and to formulate evidence-based guidelines for designing VR-based rehabilitation interventions 2.