ABSTRACT
Introduction
Neurological diseases frequently cause adult-onset disability and have increased the demand for rehabilitative interventions. Neurorehabilitation has been progressively relying on computer-assisted programs and, more recently, on virtual reality (VR). Current reviews explore VR-based neurorehabilitation for assessing and treating the most common neurological pathologies. However, none of them explored specifically the impact of VR on multiple cognitive domains.
Areas covered
The present work is a review of 6 years of literature (2015-2020) on VR in neurorehabilitation with the purpose of analyzing its effects on memory, attention, executive functions, language, and visuospatial ability.
Expert opinion
Our review suggests that VR-based neurorehabilitation showed encouraging results for executive functions and visuospatial abilities particularly for both acute and neurodegenerative conditions. Conversely, memory, and attention outcomes are conflicting, and language did not show significant improvements following VR-based rehabilitation. Within five years, it is plausible that VR-based intervention would be provided in standalone and mobile-based platforms that won’t need a PC to work, with reduced latency and improved user interaction.
Article Highlights
Virtual Reality is a promising approach to neurorehabilitation, as documented by several studies over the last 20 years - The heterogeneity of the VR devices, protocols and population of neurological diseases are currently hindering the clear results of VR-based neurorehabilitation
VR-based neurorehabilitation showed encouraging results for executive functions and visuospatial abilities in both acute and neurodegenerative conditions.
Several plausible explanations for VR efficacy include neural plasticity, mirror neurons system, embodied simulation, and neurotransmission.
Currently, different barriers limit a wider dissemination of VR in neurorehabilitation: complex technical set-up, simulation sickness, design and development of 3D interfaces.
We expect that, in the next 5 years, these barriers will be removed by the diffusion of standalone and mobile-based VR platforms that do not need a PC to work.
Declaration of Interest
The authors have no relevant affiliations or financial involvement with any organization or entity with a financial interest in or financial conflict with the subject matter or materials discussed in the manuscript. This includes employment, consultancies, honoraria, stock ownership or options, expert testimony, grants or patents received or pending, or royalties.
Reviewer Disclosures
Peer reviewers on this manuscript have no relevant financial or other relationships to disclose.
Correction Statement
This article has been republished with minor changes. These changes do not impact the academic content of the article.