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"Virtual reality based therapy"
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Can specific virtual reality combined with conventional rehabilitation improve poststroke hand motor function? A randomized clinical trial
by
Mohedano-Moriano, Alicia
,
Corregidor-Sánchez, Ana-Isabel
,
Polonio-López, Begoña
in
Activities of daily living
,
Biomedical and Life Sciences
,
Biomedical Engineering and Bioengineering
2023
Trial objective
To verify whether conventional rehabilitation combined with specific virtual reality is more effective than conventional therapy alone in restoring hand motor function and muscle tone after stroke.
Trial design
This prospective single-blind randomized controlled trial compared conventional rehabilitation based on physiotherapy and occupational therapy (control group) with the combination of conventional rehabilitation and specific virtual reality technology (experimental group). Participants were allocated to these groups in a ratio of 1:1. The conventional rehabilitation therapists were blinded to the study, but neither the participants nor the therapist who applied the virtual reality–based therapy could be blinded to the intervention.
Participants
Forty-six patients (43 of whom completed the intervention period and follow-up evaluation) were recruited from the Neurology and Rehabilitation units of the Hospital General Universitario of Talavera de la Reina, Spain.
Intervention
Each participant completed 15 treatment sessions lasting 150 min/session; the sessions took place five consecutive days/week over the course of three weeks. The experimental group received conventional upper-limb strength and motor training (100 min/session) combined with specific virtual reality technology devices (50 min/session); the control group received only conventional training (150 min/session).
Results
As measured by the Ashworth Scale, a decrease in wrist muscle tone was observed in both groups (control and experimental), with a notably larger decrease in the experimental group (baseline mean/postintervention mean: 1.22/0.39; difference between baseline and follow-up: 0.78; 95% confidence interval: 0.38–1.18; effect size = 0.206). Fugl-Meyer Assessment scores were observed to increase in both groups, with a notably larger increase in the experimental group (total motor function: effect size = 0.300; mean: − 35.5; 95% confidence interval: − 38.9 to − 32.0; wrist: effect size = 0.290; mean: − 5.6; 95% confidence interval: − 6.4 to − 4.8; hand: effect size = 0.299; mean: − -8.9; 95% confidence interval: − 10.1 to − 7.6). On the Action Research Arm Test, the experimental group quadrupled its score after the combined intervention (effect size = 0.321; mean: − 32.8; 95% confidence interval: − 40.1 to − 25.5).
Conclusion
The outcomes of the study suggest that conventional rehabilitation combined with a specific virtual reality technology system can be more effective than conventional programs alone in improving hand motor function and voluntary movement and in normalizing muscle tone in subacute stroke patients. With combined treatment, hand and wrist functionality and motion increase; resistance to movement (spasticity) decreases and remains at a reduced level.
Trials Registry
: International Clinical Trials Registry Platform: ISRCTN27760662 (15/06/2020; retrospectively registered).
Journal Article
Non-immersive virtual environments for the treatment of hoarding disorder: a preliminary randomized controlled trial based on a non-clinical sample
2025
Purpose
Hoarding Disorder (HD) is characterized by persistent difficulty discarding possessions, leading to excessive accumulation and functional impairment. Traditional treatments, based on cognitive-behavioral therapy (CBT), emphasize motivational enhancement, cognitive restructuring, and exposure-based interventions. However, these methods face challenges, including heightened distress during in vivo exposure and avoidance tendencies. Virtual Reality (VR) has emerged as a promising adjunctive tool, offering immersive, controlled environments for gradual exposure. The current preliminary study investigates the efficacy of non-immersive VR, defined as a computer-generated environment accessed via a standard screen without head mounted displays or motion tracking, in facilitating the discarding of personal belongings compared to imaginative exposure.
Method
Eighty participants from non-clinical convenience sample (mean age = 25.98, SD = 9.84) were randomly assigned to Virtual Reality Exposure (VRe) or Imagination Exposure (Ie). A non-immersive VR environment was created using Blender and GODOT software, simulating a non-immersive virtual home where participants interacted with representations of their objects. Psychological constructs, including state anxiety and positive and negative feelings, were measured using validated self-report tools (STAI-Y1, PANAS). Behavioral outcomes focused on object discarding frequency during exposure and in vivo sessions.
Results
Results demonstrated a significantly higher proportion of successful discarding in the VR group compared to the imagination group during the experimental exposure session (87.5% vs. 50%;
p
< .001).
Conclusion
VR’s realistic sensory-motor engagement may help circumvent cognitive and emotional barriers to exposure tasks, increasing the ecological validity of these techniques. This preliminary study indicates that non-immersive VR may play a role in bridging the gap between imaginative-based exposure therapy and in vivo HD, that is, real-life exposure to discarding personal items. Although replication in clinical populations and long-term outcome data will be needed, non-immersive VR may provide a cheap, broadly available tool to improve treatment engagement and efficacy. Therefore, future research should analyze the relative advantages of immersive-type VR systems and improve assessment instruments to capture subtle changes over time in psychological constructs. This study was conducted according to the Declaration of Helsinki and was approved by the Ethics Committee of Psychological Research (Area 17), University of Padova (approval number: DD0A28FFB2B4C63CFED6CC9BACC7A530).
Trial registration
ClinicalTrials.gov identifier NCT07160543. Retrospectively registered. Approved and published 5 September 2025.
Journal Article
A Conceptual Framework for Designing Virtual Environments for Stress Therapy
by
Yusof, Azmi Mohd
,
Ibrahim, Nazrita
,
Zaharuddin, Farhah Amaliya
in
stress therapy
,
virtual environment
,
virtual reality
2022
Virtual reality for stress therapy has been shown to be effective in reducing stress. However, the majority of the existing studies have only focused on investigating the effectiveness of virtual reality application as a stress reduction tool. Limited information was communicated on how the virtual environments used were designed. Existing design frameworks which may potentially be used as a reference turned out to be providing general guidelines and were not specifically developed for designing a virtual environment for stress therapy. The frameworks were also found to focus on either improving psychological well-being or virtual reality design respectively. To address the identified gap, this study proposed a framework for designing virtual environments for stress therapy. The framework incorporates design requirements from a psychological and information technology point of view. In addition, the framework also highlights the design elements that were specifically needed to design a virtual environment to reduce stress. This paper hence describes the framework and discusses the framework evaluation. Four methods, including (i) questionnaire, (ii) physiological measures, (iii) experiment and (iv) interview were used to evaluate the (i) effectiveness, (ii) usability, (iii) ease of use and (iv) usefulness of the system that implemented the concept of the framework in reducing stress. In addition, the methods were also used to assess the usefulness of the design elements listed in the framework to reduce stress. The results of the evaluation indicated that the system was (i) effective, (ii) usable, (iii) useful and (iv) easy to use to reduce stress. The results also showed that the proposed design elements were useful in aiding the stress-reduction process. As all the results returned positive findings, the framework was thus considered appropriate and suitable to be used as a guideline for designing virtual environments for stress therapy.
Journal Article
Upper limb training using Wii Sports Resort™ for children with hemiplegic cerebral palsy: a randomized, single-blind trial
2014
Objective:
To investigate whether Wii Sports Resort™ training is effective and if any benefits are maintained.
Design:
Randomized, single-blind trial.
Participants:
Sixty-two hemiplegic children with cerebral palsy (6–13 years).
Intervention:
Experimental group undertook six weeks of home-based Wii Sports Resort™ training plus usual therapy, while the control group received usual therapy.
Main measures:
Outcomes were coordination, strength, hand function, and carers’ perception of hand function, measured at baseline, six, and 12 weeks by a blinded assessor.
Results:
There was a trend of mean difference (MD) for the experimental group to have more grip strength by six (MD 4.0 N, 95% confidence interval (CI) −0.8 to 8.8, p = 0.10) and 12 (MD 4.1 N, 95% CI −2.1 to 10.3, p = 0.19) weeks, and to have a higher quantity of hand function according to carers’ perception by six (MD 4.5 N, 95% CI −0.7 to 9.7, p = 0.09) and strengthened by 12 (MD 6.4, 95% CI 0.6 to 12.3, p = 0.03) weeks than the control group. There was no difference between groups in coordination and hand function by six or 12 weeks.
Conclusion:
Wii™ training did not improve coordination, strength, or hand function. Beyond the intervention, carers perceived that the children used their hands more.
Journal Article
VIRTUS: virtual reality exposure training for adolescents with social anxiety – a randomized controlled trial
2025
While virtual reality exposure (VRE) has shown effectiveness in treating social anxiety in adults, research on its efficacy for adolescents remains limited. Given that adolescence is a critical period for early intervention, this study aims to address this gap by evaluating the efficacy and acceptability of VRE compared to in vivo exposure (IVE) in a non-referred sample of socially anxious adolescents. Additionally, we seek to identify mechanisms of change—such as expectancy violation, habituation, and self-efficacy—as well as predictors of treatment response, including clinical, personality, and VR-related factors. Using a randomized controlled trial (RCT), 120 adolescents (ages 12–16) with subclinical to moderate social anxiety will be assigned to one of three conditions: VRE, IVE, or a waitlist control (WL). Participants in the active conditions will undergo a seven-session exposure-based intervention (either in VR or in vivo). Primary (SPAI-18, LSAS-avoidance) and secondary (SPWSS) measures of social anxiety, along with general well-being indicators (e.g., resilience, depression, psychosocial functioning), will be assessed at baseline, post-treatment, and 3- and 6-month follow-ups. A series of linear mixed model (LMM) analyses will be used to examine and compare the effects of the interventions. We hypothesize that both VRE and IVE will significantly reduce social anxiety symptoms compared to WL at post-assessment, with comparable long-term efficacy between the two exposure methods. Additionally, thematic analyses will be conducted to explore participants’ experiences and acceptance of VRE and IVE through qualitative interviews. The findings of this study aim to advance digital mental health research by evaluating the potential of VRE as an early intervention and identifying mechanisms and predictors to inform personalized treatments for socially anxious youth.
Trial registration
Clinicaltrials.gov: NCT06379633, registered on April, 23, 2024.
Journal Article
Effects of Virtual Reality-Based Graded Exposure Therapy on PTSD Symptoms: A Systematic Review and Meta-Analysis
2022
Previous studies reported that virtual reality (VR)-based exposure therapy (VRET) was a clinically beneficial intervention for specific phobias. However, among VRET, VR-based graded exposure therapy (VR-GET) is little known about its efficacy on posttraumatic stress disorder (PTSD) symptoms. Therefore, this meta-analysis investigated the effects of VR-GET for PTSD symptoms. A literature search yielded seven randomized controlled trials. The differences between conditions regarding the primary outcome of PTSD symptoms in the effect size of the individual study were calculated using Hedges’ g. The findings showed VR-GET showed a significantly larger effect size for PTSD symptoms (g = 1.100, p = 0.001), compared to controls. However, no significant difference between conventional VRET and controls was found for PTSD symptoms (g = −0.279, p = 0.970). These findings indicated the superiority of VR-GET for PTSD symptoms compared to controls, supporting the importance of immersive PTSD treatments. Nevertheless, the results need to be interpreted with caution due to the substantial number of military service personnel studies. Future trials, considering individually tailored scenarios in virtual environments to cover a wider range of trauma types, are required to investigate its evidence on treating PTSD.
Journal Article
Automated virtual reality (VR) cognitive therapy for patients with psychosis: study protocol for a single-blind parallel group randomised controlled trial (gameChange)
by
O'Regan, Eileen
,
Morrison, Anthony
,
Waite, Felicity
in
Anxiety
,
Automation
,
Cognitive Behavioral Therapy - methods
2019
IntroductionMany patients with psychosis experience everyday social situations as anxiety-provoking. The fears can arise, for example, from paranoia, hallucinations, social anxiety or negative-self beliefs. The fears lead patients to withdraw from activities, and this isolation leads to a cycle of worsening physical and mental health. Breaking this cycle requires highly active treatment directly in the troubling situations so that patients learn that they can safely and confidently enter them. However patients with psychosis seldom receive such life-changing interventions. To solve this problem we have developed an automated psychological treatment delivered in virtual reality (VR). It allows patients to experience computer simulations of the situations that they find anxiety-provoking. A virtual coach guides patients, using cognitive techniques, in how to overcome their fears. Patients are willing to enter VR simulations of anxiety-provoking situations because they know the simulations are not real, but the learning made transfers to the real world.Methods and analysis432 patients with psychosis and anxious avoidance of social situations will be recruited from National Health Service (NHS) secondary care services. In the gameChange trial, they will be randomised (1:1) to the six-session VR cognitive treatment added to treatment as usual or treatment as usual alone. Assessments will be conducted at 0, 6 (post-treatment) and 26 weeks by a researcher blind to allocation. The primary outcome is avoidance and distress in real-life situations, using a behavioural assessment task, at 6 weeks. The secondary outcomes are psychiatric symptoms, activity levels and quality of life. All main analyses will be intention-to-treat. Moderation and mediation will be tested. An economic evaluation will be conducted.Ethics and disseminationThe trial has received ethical approval from the NHS South Central - Oxford B Research Ethics Committee (19/SC/0075). A key output will be a high-quality automated VR treatment for patients to overcome anxious avoidance of social situations.Trial registration numberISRCTN17308399.
Journal Article
Counteracting learned non-use in chronic stroke patients with reinforcement-induced movement therapy
by
Maier, Martina
,
San Segundo Mozo, Rosa María
,
Ballester, Belén Rubio
in
Activities of daily living
,
Adult
,
Aged
2016
Background
After stroke, patients who suffer from hemiparesis tend to suppress the use of the affected extremity, a condition called learned non-use. Consequently, the lack of training may lead to the progressive deterioration of motor function. Although Constraint-Induced Movement Therapies (CIMT) have shown to be effective in treating this condition, the method presents several limitations, and the high intensity of its protocols severely compromises its adherence. We propose a novel rehabilitation approach called Reinforcement-Induced Movement Therapy (RIMT), which proposes to restore motor function through maximizing arm use. This is achieved by exposing the patient to amplified goal-oriented movements in VR that match the intended actions of the patient. We hypothesize that through this method we can increase the patients self-efficacy, reverse learned non-use, and induce long-term motor improvements.
Methods
We conducted a randomized, double-blind, longitudinal clinical study with 18 chronic stroke patients. Patients performed 30 minutes of daily VR-based training during six weeks. During training, the experimental group experienced goal-oriented movement amplification in VR. The control group followed the same training protocol but without movement amplification. Evaluators blinded to group designation performed clinical measurements at the beginning, at the end of the training and at 12-weeks follow-up. We used the Fugl-Meyer Assessment for the upper extremities (UE-FM) (Sanford et al., Phys Ther 73:447–454, 1993) as a primary outcome measurement of motor recovery. Secondary outcome measurements included the Chedoke Arm and Hand Activity Inventory (CAHAI-7) (Barreca et al., Arch Phys Med Rehabil 6:1616–1622, 2005) for measuring functional motor gains in the performance of Activities of Daily Living (ADLs), the Barthel Index (BI) for the evaluation of the patient’s perceived independence (Collin et al., Int Disabil Stud 10:61–63, 1988), and the Hamilton scale (Knesevich et al., Br J Psychiatr J Mental Sci 131:49–52, 1977) for the identification of improvements in mood disorders that could be induced by the reinforcement-based intervention. In order to study and predict the effects of this intervention we implemented a computational model of recovery after stroke.
Results
While both groups showed significant motor gains at 6-weeks post-treatment, only the experimental group continued to exhibit further gains in UE-FM at 12-weeks follow-up (
p
<.05). This improvement was accompanied by a significant increase in arm-use during training in the experimental group.
Conclusions
Implicitly reinforcing arm-use by augmenting visuomotor feedback as proposed by RIMT seems beneficial for inducing significant improvement in chronic stroke patients. By challenging the patients’ self-limiting believe system and perceived low self-efficacy this approach might counteract learned non-use.
Trial registration
Clinical Trials
NCT02657070
.
Journal Article
0Phobia – towards a virtual cure for acrophobia: study protocol for a randomized controlled trial
2018
Background
Virtual reality exposure therapy (VRET) has been shown to be as effective as traditional forms of in vivo exposure therapy for the treatment of specific phobias. However, as with in vivo exposure, VRET still involves relatively high costs and limited accessibility which makes it prohibitive for a large part of the population. Innovative methods using smartphone applications (apps) may improve accessibility and scalability of VRET. The aim of this study is to evaluate 0Phobia, a gamified self-guided VRET for acrophobia that is delivered through a smartphone app in combination with rudimentary cardboard virtual reality (VR) goggles.
Methods/design
Participants (
N
= 180, aged 18–65 years) with acrophobia symptoms will be recruited from the Dutch general population and randomized to either 0Phobia (
n
= 90) or a waitlist control condition (
n
= 90). 0Phobia will be delivered over a period of 3 weeks and includes psychoeducation, VR exposure, cognitive techniques, monitoring of symptoms, and relapse prevention. The primary outcome measure will be the Acrophobia Questionnaire. Secondary outcome measures will include user-friendliness, symptoms of anxiety, depression, and mastery. Assessments will take place online at baseline, directly after the intervention (post test) and at follow-up (3 months).
Discussion
This study capitalizes on novel technology and recent scientific advances to develop an affordable and scalable treatment modality.
Trial registration
Netherlands Trial Register:
NTR6442
. Registered on 29 June 2017.
Journal Article
Interactive Motion-Assisted Exposure Therapy for Veterans with Treatment-Resistant Posttraumatic Stress Disorder: A Randomized Controlled Trial
by
Haagen, Joris F.G.
,
Vermetten, Eric
,
Nijdam, Mirjam J.
in
Adult
,
Care and treatment
,
Exposure therapy
2020
Background: Veterans with posttraumatic stress disorder (PTSD) tend to benefit less from evidence-based treatments than other PTSD populations. A novel virtual reality and motion-assisted exposure therapy, called 3MDR, provides treatment in an immersive, personalized and activating context. Objective: To study the efficacy of 3MDR for veterans with treatment-resistant PTSD. Method: In a randomized controlled trial (n = 43) 3MDR was compared to a non-specific treatment component control group. Primary outcome was clinician-rated PTSD symptoms at baseline, after 3MDR, and at the 12-week and 16-week follow-up (primary end point). Intention-to-treat analyses of covariance and mixed models were applied to study differences between groups at the end point and over the course of intervention, controlling for baseline scores. Results: The decrease in PTSD symptom severity from baseline to end point was significantly greater for 3MDR as compared to the control group, with a large effect size (F[1, 37] = 6.43, p = 0.016, d = 0.83). No significant between-group difference was detected in the course of PTSD symptoms during treatment when including all time points. The dropout rate was low (7%), and 45% of the patients in the 3MDR group improved clinically. The number needed to treat was 2.86. Conclusions: In this trial, 3MDR significantly decreased PTSD symptoms in veterans with, on average, a history of 4 unsuccessful treatments. The low dropout rate may be indicative of high engagement. However, a lack of significant differences on secondary outcomes limits conclusions that can be drawn on its efficacy and underlines the need for larger phase III trials. These data show emerging evidence for 3MDR and its potential to progress PTSD treatment for veterans (Dutch Trial Register Identifier: NL5126).
Journal Article