Do we have ANYONE in the stroke medical world that looks at this and says; 'We need to do the same research for stroke survivors, and we'll assign these people to get it done!' That will never occur, there is NO STROKE LEADERSHIP ANYWHERE!
Virtual Reality-Based Interventions to Improve Balance in Patients with Traumatic Brain Injury: A Scoping Review
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Department of Rehabilitation Medicine, Grossman School of Medicine, New York University, New York, NY 10016, USA
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Author to whom correspondence should be addressed.
Brain Sci. 2024, 14(5), 429; https://doi.org/10.3390/brainsci14050429
Submission received: 26 March 2024
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Revised: 16 April 2024
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Accepted: 23 April 2024
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Published: 26 April 2024
(This article belongs to the Special Issue Neuropsychological Evaluation and Rehabilitation of Traumatic Brain Injury)
Abstract
Introduction: Virtual reality (VR)-based
interventions to improve balance and mobility are gaining increasing
traction across patient populations. VR-based interventions are believed
to be more enjoyable and engaging for patients with traumatic brain
injury. This scoping review aims to summarize existing studies from the
literature that used VR to improve balance and mobility and determine
the gap in VR-based balance literature specific to individuals with
traumatic brain injury. Methods: Two authors independently searched the
literature using the search terms “Virtual Reality Traumatic Brain
Injury Lower Limb”, “Virtual Reality Traumatic Brain Injury Balance”,
and “Virtual Reality Traumatic Brain Injury Gait”. Results: A total of
seventeen studies, specifically, three randomized controlled trials, one
one-arm experimental study, two retrospective studies, two case
studies, one feasibility/usability study, one cohort study, and seven
diagnostic (validation) studies, met the inclusion criteria for this
review. The methodological quality of the studies evaluated using the
PEDro scale was fair. Discussion: Future studies should focus on
large-scale clinical trials using validated technology to determine its
effectiveness and dose–response characteristics. Additionally, standard
assessment tools need to be selected and utilized across interventional
studies aimed at improving balance and mobility to help compare results
between studies.
1. Introduction
Each year in the United States, approximately 1.7 million individuals encounter traumatic brain injuries (TBIs) [1].
The immediate impacts of a traumatic brain injury may include
unconsciousness of varying length, depression, confusion, trouble
recalling the traumatic event or learning new information, speech
issues, and lack of coordination [2]. Some or all of the immediate impacts may be permanent [2].
Depending on intrinsic variables like length of unconsciousness and
post-traumatic amnesia, TBI is categorized as mild, moderate, or severe [3].
Most people with mild TBI (70–90% of TBI cases) experience rapid
recovery, allowing them to reach their pre-TBI health status [4].
Those who experience a TBI with symptoms surpassing three months are
considered to have transitioned from the acute to the chronic phase of
TBI [5].
Five years post-injury, 57% of moderate or severe chronic TBI patients
are moderately or severely disabled, with about 33% relying on others to
complete everyday activities [6].
Furthermore,
regardless of the extent of severity, health problems due to TBI can
cause long-term physical and neurological impairments, affecting the
person’s ability to perform daily activities and return to work [7]. About 30–65% of TBI patients report balance impairments sometime during their recovery [8]. Damage to the integration of sensory, motor, and musculoskeletal systems leads to balance issues [9,10].
Impaired balance leads to a higher risk of falls. Falls are the leading
cause of TBI-related hospitalizations. Multiple interventions are being
developed and evaluated to help improve balance deficits post-TBI. With
technological development, research utilizing novel technology to help
improve balance deficits post-TBI has been gaining traction over the
past decade.
Traditionally, the standard of
care for treating patients with chronic TBI-related balance issues has
consisted of various exercises prescribed by a physical therapist, such
as firm static standing, foam static standing, and weight-shifting
exercises. Physical therapists also use research-based sensory–motor
learning concepts available in the clinical setting [11,12]. Physical therapy focusing on sensory stimulation has become a growing trend as rehabilitation techniques modernize [13,14].
In the past decade, the integration of novel Virtual Reality (VR)
technology to treat balance issues associated with TBI has grown. VR is a
user–computer interface method that incorporates real-time simulation
of an environment or activity and permits user input through various
sensory channels [15].
Unlike traditional user interfaces, VR allows users to interact with a
three-dimensional simulated environment. In VR-integrated rehab, spatial
and temporal manipulations are employed to improve sensorimotor
training [15].
The physiological activation of brain areas is achieved using VR
rehabilitation programs, as it involves motor learning and repeated
practice with stimuli from multiple senses (audio, visual, motor, and
proprioceptive) [16].
VR-integrated
rehab has some benefits over the standard of care. VR rehabilitation
allows for precise, objective progress tracking and seems to motivate
patients more than traditional rehabilitation practices [17].
Additionally, using VR to treat TBI balance issues allows therapists to
control the stimuli and simulate environments tightly without risking
patient safety [18].
Finally, VR therapy has also shown greater ecological validity while
having the ability to create more affordable environments that can be
reused by other therapists [19].
Research
involving VR is broadly classified into three main
categories—immersive, non-immersive, and semi-immersive VR. The
immersive VR creates a 360-degree environment with a headset or goggles
that makes the user feel as though they are inside the virtual
environment. Second is the non-immersive VR, which displays content on a
device such as a television, computer screen, or any other surface and
allows the user to see the computer-generated environment on the screen [20].
Semi-immersive VR is a mixture of immersive and non-immersive VR,
allowing users to interact with the virtual environment while physically
connecting to their surroundings. The advancement in technology and
reduction in cost has allowed these VR devices to expand in scope and
thus become widespread in research [21].
While extensive research exists on utilizing VR for upper extremity
rehabilitation, research implementing VR to help improve gait and
balance deficiencies post-TBI is relatively new. Although systematic
reviews summarizing VR interventions on traumatic brain injuries exist,
most have focused only on upper extremity rehabilitation. Only one study
focused on reviewing five randomized controlled trials (RCT) related to
lower extremity VR rehabilitation [22].
A full scoping review of the literature to understand the existing role
of VR in balance research post-TBI is needed to determine research gaps
and future research directions [22].
This review aims to fill the gap in the literature by completing a full
scoping review of VR interventions aimed at improving balance and
mobility deficits in adults with TBI. This review will summarize
existing literature related to lower limb VR rehabilitation. This review
is essential as a starting point in guiding clinical practice. This
review will highlight existing gaps in the literature and evoke new
research ideas.
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