From:  Effectiveness of immersive virtual reality as an adjunct to conventional therapy in stroke rehabilitation: a systematic review and meta-analysis

 Summary of patient demographics and study details (meta-analysis).

Study (year)IVR with conventional therapyConventional therapyStroke onsetInclusion criteriaVR interventionControlVR toolsOutcome
nMale (%)Age (SD)nMale (%)Age (SD)
Amin et al. (2025) [17]266251.8 (12.9)266949.8 (9.9)2 weeks–6 monthsSubacute stroke; MAS < 4; FMA-UE 25–55; MoCA ≥ 21; age ≥ 1848 min × 4/week × 6 weeks (24 sessions): 24 min VR hand games + 24 min conventional therapy48 min conventional PT + OT for upper limbOculus Quest 2 + Unity3DSignificant improvement in FMA-UE, ARAT, BBT (all p < 0.001) vs. control
Jo et al. (2024) [18]1546.751.7 (13.6)1553.347.1 (13.9)< 6 months< 6 month post-stroke; MMSE-K ≥ 21; mild-moderate motor impairment (FMA)60 min conventional × 5/week + 30 min 360° mirror therapy × 3/week × 4 weeks (wrist/hand/forearm/elbow tasks)Neurodevelopmental therapy, muscle strengthening, joint mobilizationPico G2 VR 4K head-mounted device (HMD)360MT group: significantly greater gains in FMA-UE, MFT, BBT vs. TMT (p < 0.05) and CG (p < 0.001); higher engagement
Peláez-Vélez et al. (2023) [19]137551.9 (18.6)1358.359.6 (16.0)< 6 monthsStroke < 6 month (ischemic/haemorrhagic); age 18–80; active upper limb mobility; able to stand1 h neuro PT × 5/week × 6 weeks + 3 VR sessions/week; standing VR games (chopping, rowing, tree climbing) × 40 repsStrengthening, resistance, kinesitherapy, aerobic, gait training on stable/unstable surfacesOculus Quest 2 + Kinect 360Significant gains in motricity index (p = 0.005), trunk control (p = 0.008), Tinetti (p = 0.004), BBS (p = 0.007), FAC (p = 0.038)
Hsu et al. (2022) [20]184452.9 (11.8)172956.9 (13.0)< 6 monthsChronic stroke > 6 months; unilateral infarction/haemorrhage; FM-UE 23–60; MMSE ≥ 2420 min task-specific training + 30 min VR-MT / 30 min OT × 2/week × 9 weeks; forearm/wrist/hand exercises × 50 repsSensorimotor stimulation + ADL skill training (remediated + compensatory)Oculus Rift + Leap Motion ControllerNo significant group × time effect on FM-UE (p = 0.075); significant effects on FM-UE wrist (p = 0.012) and BBT (p = 0.044)
Huang et al. (2022) [21]154050.8 (12.3)152758.3 (11.2)< 6 monthsAge 20–75; stroke > 3 months; Brunnstrom stage of stroke > 3; confirmed by CT/MRI; MMSE > 18; no other neuro comorbidities16 sessions × 60 min, 2–3 days/week + regular OT; 6–10 VR tasks/session (aiming, shooting, punching, ADLs)Conventional tools: peg board, climbing ladder, stacking cones for upper limbHTC Vive + wireless controllersSignificant time effects on IL-6, HO-1, 8‑hydroxy‑2‑deoxyguanosine, most clinical scales; group × time effects on FMA-UE shoulder/elbow/forearm (p = 0.004), total (p = 0.008), AROM-shoulder flexion (p = 0.001)
Kwak et al. (2024) [22]1855.654.3 (17.7)1861.159.2 (13.9)> 6, < 27 monthsStroke > 6 months;; conscious; independent walking > 10 m; able to operate VR30 min conventional × 5/week × 5 weeks + 30 min IVR × 3/week × 5 weeks; standing balance sports games (tennis, bowling, air gun)ROM exercises, mat training, weight-shift trainingOculus Quest 2 + touch controllersSignificant gains in BBS and TUG (p < 0.01); improved gait velocity, step/stride length, single-limb support (p < 0.01)
Mekbib et al. (2021) [23]127552.2 (13.3)117361 (7.7)< 3 monthsModerate-severe UE impairment; first ischemic/haemorrhagic stroke < 3 months; age ≥ 18; intact hearing/vision; MMSE > 16.31 h VR + 1 h OT × 4 days/week × 2 weeks; reach/grasp/release tasks with virtual colour balls (mirror + affected limb modes)OT: ADLs, balance, gait training, weight shift, distal/proximal UE movementsOculus Rift + Leap MotionBoth groups improved BI (p < 0.05); VR group: significantly greater FM-UE gains (p < 0.05); increased neural activity in primary motor cortex
Huang et al. (2024) [24]206551.8 (12.9)205549.8 (9.9)< 6 monthsAge 30–85; first stroke < 1 month; subacute subcortical lesion (basal ganglia/internal capsule/corona radiata/brainstem); Brunnstrom stage of stroke II–IV30 min conventional + 30 min IVR × 5 days/week × 3 weeks; 6 VR programs (kitchen, shooting, playground, basketball, boxing, fencing)PT + OT: grips, finger/gross movements, strength, stretching, ADL trainingHTC Vive + wireless controllersVR > control on FMA-UE post-intervention (MD 9.1, p = 0.019) and follow-up (MD 11.5, p = 0.020); consistent BI results; FC changes in ipsilesional pre-motor/dorsolateral prefrontal cortex and visual/middle frontal regions
Lee et al. (2014) [25]108047.9 (12.0)1154.554.0 (11.9)< 12 monthsChronic stroke ≥ 6 months; no balance-affecting meds; MMSE < 24; sitting > 10 s unsupported; standing unsupported 1 min30 min general PT + 30 min VR postural control × 3/week × 4 weeks; AR training in 3 stages (lying, sitting, standing with ball/foothold)General PT with therapistSuper Video Graphics Array (SVGA) HMD + 2 computers for display/dataSignificant time effect on TUG, BBS, velocity, cadence, step/stride length; group × time effect on gait velocity and step/stride length bilaterally

ADL: activities of daily living; ARAT: Action Research Arm Test; AROM: active range of motion; BBS: Berg Balance Scale; BBT: Box and Block Test; BI: Barthel Index; CG: control group; FMA-UE/FM-UE: Fugl-Meyer Assessment of the Upper Extremity; HMD: head-mounted device; IVR: immersive virtual reality; MMSE: Mini-Mental State Examination; MoCA: Montreal Cognitive Assessment; MRI: magnetic resonance imaging; OT: occupational therapy; PT: physiotherapy; ROM: range of motion; TUG: Timed Up and Go test; VR: virtual reality.