Trial results for a study evaluating the Oculus™ Virtual Reality Gaming Technology for upper extremity and cognitive rehabilitation in Stroke survivors were posted on ClinicalTrials.gov on 2025-08-17, with 32 participants enrolled.

Background

Stroke can lead to significant and lasting impairments in upper extremity function and cognitive abilities, impacting a survivor's independence and quality of life. Effective rehabilitation is crucial for recovery, often involving intensive and repetitive exercises. Virtual Reality (VR) technology, such as the Oculus system, offers an immersive and engaging platform that could potentially enhance rehabilitation by providing novel ways to administer therapy. This approach aims to address the challenges of traditional rehabilitation by making exercises more interactive and motivating for chronic stroke survivors with mild-moderate cognitive and unilateral arm impairment, while also exploring the role of caregiver engagement.

Trial design

This completed study, which did not specify a phase, enrolled 32 participants with Stroke to evaluate the feasibility, usability, and acceptability of using the Oculus™ Virtual Reality Gaming Technology. The intervention involved using the Oculus VR system for upper extremity and cognitive rehabilitation. The study also aimed to calculate changes in upper extremity and cognition scores on standardized measurements and qualitatively explore the impact of engaging caregivers in supporting rehabilitation.

Key results

The trial results provided several key measurements regarding the feasibility, usability, and observed scores for cognition, limb function, arm impairment, and caregiver burden in the Oculus VR group:

What this means

The posted results suggest that the Oculus VR system demonstrated feasibility and usability for chronic stroke survivors in rehabilitation. Participants attended a mean of 11.06 sessions and spent a mean of 785 minutes using the VR technology, indicating a practical level of engagement. The observed usability scores, with a mean of 32 on the System Usability Scale and 75.86 on the Presence Questionnaire, provide insights into the user experience. While the trial aimed to calculate changes in cognition and limb function, the provided data presents observed mean scores without comparative analysis to indicate improvement. The observed scores for caregiver burden also offer a baseline understanding of the support system. These findings suggest that VR technology could be a viable tool for integrating into stroke rehabilitation programs, potentially offering an accessible and engaging option for patients and their caregivers.

Source

The information regarding these trial results was obtained from ClinicalTrials.gov, a public database of clinical studies. The results for the study NCT05672628, titled "The Feasibility, Usability, and Acceptability of Using the Oculus™ Virtual Reality Gaming Technology in Stroke Survivors for Upper Extremity and Cognitive Rehabilitation", were posted on 2025-08-17 on clinicaltrials.gov.