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Objective(s)
To understand the evidence for the use of virtual reality to improve activities of
daily living for individuals with acquired brain injury.
Data Sources
The following electronic databases were searched for peer-reviewed journal articles:
MEDLINE, CINAHL, PubMed, PsycINFO. Search terms included MeSH terms related to brain
injury, activity of daily living function, and virtual reality.
Study Selection
Journal articles were included if they were published after 1990, explored the use
and effectiveness of virtual reality to improve activities of daily living after brain
injury, and included participants over the age of 18 with stroke or moderate to severe
traumatic brain injury. Systematic and scoping reviews were excluded.
Data Extraction
This scoping review was conducted using the six-stage framework of Arksey and O'Malley
(2005). Two independent reviewers screened for title and abstract, as well as full
text review. Article information was extracted (e.g., study details, purpose, methods,
participant information) as well as the primary and secondary outcomes, types of virtual
reality interventions used, and results.
Data Synthesis
There were 1680 articles screened, including 412 full text articles. Ultimately, 24
articles were identified that described the use of virtual reality to improve activities
of daily living after brain injury. The methodology of studies were mixed, with most
being case-control designs. Many studies used non-immersive virtual reality technologies
to improve daily skills such as, grocery shopping and making meals. Most studies were
conducted on individuals with stroke versus traumatic brain injury.
Conclusions
Rehabilitation professionals can understand the usability of virtual reality to improve
activities of daily living in individuals with acquired brain injury.
Author(s) Disclosures
No disclosures.
Key Words
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Copyright
© 2022 Published by Elsevier Inc.