Changing stroke rehab and research worldwide now.Time is Brain! trillions and trillions of neurons that DIE each day because there are NO effective hyperacute therapies besides tPA(only 12% effective). I have 523 posts on hyperacute therapy, enough for researchers to spend decades proving them out. These are my personal ideas and blog on stroke rehabilitation and stroke research. Do not attempt any of these without checking with your medical provider. Unless you join me in agitating, when you need these therapies they won't be there.

What this blog is for:

My blog is not to help survivors recover, it is to have the 10 million yearly stroke survivors light fires underneath their doctors, stroke hospitals and stroke researchers to get stroke solved. 100% recovery. The stroke medical world is completely failing at that goal, they don't even have it as a goal. Shortly after getting out of the hospital and getting NO information on the process or protocols of stroke rehabilitation and recovery I started searching on the internet and found that no other survivor received useful information. This is an attempt to cover all stroke rehabilitation information that should be readily available to survivors so they can talk with informed knowledge to their medical staff. It lays out what needs to be done to get stroke survivors closer to 100% recovery. It's quite disgusting that this information is not available from every stroke association and doctors group.

Saturday, June 21, 2025

VR’s role in stroke rehabilitation

And all this earlier research on virtual reality and we still don't have a protocol for its' use? My god, the incompetence in stroke is world class!

 VR’s role in stroke rehabilitation


Image via Getty
Virtual reality isn’t just limited to gaming or education. Did you know that it can also be used for medical rehabilitation? It’s helping stroke victims get movement back in their arms.

A Cochrane review found, with data from 7,188 participants across 190 trials, that VR may slightly improve arm function compared to conventional therapy.

The authors found that adding VR to usual care increases therapy time and leads to better arm movement gains.


Also, VR might improve balance and reduce activity limitations, but evidence on mobility, participation, and quality of life is unclear.

Experiment explained

The types of VR studies range from simple gaming to immersive head-mounted devices.

Most studies use low-cost VR, and there are few on immersive tech, so the effectiveness of immersive VR is still unclear.

The advantages of VR are that it offers an inexpensive, engaging way to increase therapy without clinician supervision.

“Virtual reality can offer a fairly inexpensive and engaging way to increase the amount of therapy without a clinician’s supervision,” explained Professor Kate Laver, lead author from Flinders University in Australia.

That means there is potential to simulate real-life tasks that are unsafe to practice in the real world, like cooking, crossing a busy street, or shopping in a supermarket.

Overcoming obstacles

There has been limited evidence recently on how improvements in movement translate into meaningful gains in everyday life and independence.

“There’s a real opportunity for researchers to go further and develop more sophisticated, function-focused therapies,” said Professor Laver.

Mild dizziness and fatigue were some of the side effects in the Cochrane trials, suggesting that their VR proposals are largely safe to use.

The non-invasive nature of VR makes it a low-risk addition to traditional therapy programs.

The authors claimed that more sophisticated, functionally focused VR therapies need to be developed and rigorously tested to maximize real-world benefits.

As VR technology evolves, integrating immersive and personalized VR tools into rehab protocols could become standard practice.

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