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April 18, 2026PeerJ0 citationsOpen Access

The influence of virtual reality technology on upper limb motor function in subacute stroke: a systematic review and meta-analysis

CWChangjin WuJZJinghan ZhuSanya UniversityHPHongyu PanSanya University

Key Points

  • Evaluate the effectiveness of virtual reality in upper limb rehabilitation for patients with subacute stroke.
  • Conducted a systematic review of randomized controlled trials from various databases.
  • Analyzed studies assessing upper limb function using specific tests alongside quality assessments.
  • Performed subgroup analyses to determine the optimal parameters for VR interventions.
  • VR rehabilitation significantly improved Fugl-Meyer Assessment Upper Extremity scores compared to traditional methods.
  • No significant differences were found in the Box and Block Test and Action Research Arm Test scores.
  • VR training exceeding 30 minutes per session and more than 4 days per week benefited upper limb recovery.

Abstract

Objective This study aimed to evaluate the efficacy of virtual reality (VR) in upper limb rehabilitation in subacute stroke, including the Fugl-Meyer Assessment Upper Extremity Scale (FMA-UE), Box and Block Test (BBT), and Action Research Arm Test (ARAT). Subgroup analysis was performed to explore the optimal intervention parameters for VR treatment. Methods PubMed, Embase, Cochrane Library, and Web of Science were thoroughly searched for randomized controlled trials (RCTs) on the use of VR for the rehabilitation of upper limb dysfunction in post-stroke hemiplegic patients until December 2025. Eligible studies were analyzed via RevMan 5.3 statistical software, with study quality assessed by the AOS scoring system, and data analysis performed using Stata 15. Results Fifteen studies were encompassed, comprising 612 cases overall, with 318 cases in the experimental group and 294 cases in the control group. VR rehabilitation was superior to traditional rehabilitation in FMA-UE score (SMD = 0.68, 95% CI 0.30–1.05, P = 0.000), but there was no significant difference in BBT (SMD = 0.44, 95% CI −0.02–0.90, P = 0.058), ARAT (SMD = 0.63, 95% CI −0.01–1.27, P = 0.052) scores ( P > 0.05). Subgroup analysis showed that FMA-UE scores were significantly improved when VR training exceeded 30 minutes/session, the frequency was 4–5 days/week, and the total intervention time was 3–4 weeks. Immersive VR training showed advantages in FMA-UE, BBT, and ARAT scores. According to the Cochrane 1.0 quality assessment system, the overall methodological quality of this study was rated as moderate. A total of eight follow-up studies were included: Four of the follow-up studies showed differences in outcome measures between the two groups. Conclusion VR may have advantages in promoting FMA-UE scores in the upper limbs of patients with subacute stroke. VR training with more than 30 minutes per session, more than 4 days per week, and a total intervention time of more than 3 weeks may be more conducive to the recovery of upper limb function (ULF) in subacute stroke. However, the efficacy of VR in improving fine motor skills and dexterity of the hand, assessed by the BBT and ARAT, remains to be elucidated. Although these findings are informative, the conclusions should be interpreted with caution in consideration of the study’s limitations. Registry number: CRD42025610757.

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Cite This Study

Wu et al. (2026) studied this question.

synapsesocial.com/papers/69e320e740886becb6540145https://doi.org/10.7717/peerj.21073
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