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Ecacy and safety of non-immersive virtual reality


exercising in stroke rehabilitation (EVREST): a randomised,
multicentre, single-blind, controlled trial
Gustavo Saposnik, Leonardo G Cohen, Muhammad Mamdani, Sepideth Pooyania, Michelle Ploughman, Donna Cheung, Jennifer Shaw,
Judith Hall, Peter Nord, Sean Dukelow, Yongchai Nilanont, Felipe De los Rios, Lisandro Olmos, Mindy Levin, Robert Teasell, Ashley Cohen,
Kevin Thorpe, Andreas Laupacis, Mark Bayley, for Stroke Outcomes Research Canada

Summary
Background Non-immersive virtual reality is an emerging strategy to enhance motor performance for stroke Lancet Neurol 2016
rehabilitation. There has been rapid adoption of non-immersive virtual reality as a rehabilitation strategy despite the Published Online
limited evidence about its safety and eectiveness. Our aim was to compare the safety and ecacy of virtual reality June 27, 2016
http://dx.doi.org/10.1016/
with recreational therapy on motor recovery in patients after an acute ischaemic stroke.
S1474-4422(16)30121-1
See Online/Comment
Methods In this randomised, controlled, single-blind, parallel-group trial we enrolled adults (aged 1885 years) who had a http://dx.doi.org/10.1016/
rst-ever ischaemic stroke and a motor decit of the upper extremity score of 3 or more (measured with the Chedoke- S1474-4422(16)30126-0
McMaster scale) within 3 months of randomisation from 14 in-patient stroke rehabilitation units from four countries Division of Neurology
(Canada [11], Argentina [1], Peru [1], and Thailand [1]). Participants were randomly allocated (1:1) by a computer-generated (G Saposnik MD) and Stroke
assignment at enrolment to receive a programme of structured, task-oriented, upper extremity sessions (ten sessions, Program (G Saposnik,
D Cheung OT), St Michaels
60 min each) of either non-immersive virtual reality using the Nintendo Wii gaming system (VRWii) or simple recreational Hospital, University of Toronto,
activities (playing cards, bingo, Jenga, or ball game) as add-on therapies to conventional rehabilitation over a 2 week Canada; Human Cortical
period. All investigators assessing outcomes were masked to treatment assignment. The primary outcome was upper Physiology and Stroke
extremity motor performance measured by total time to complete the Wolf Motor Function Test (WMFT) at the end of the Neurorehabilitation Section,
NINDS, NIH, Bethesda, USA
2 week intervention period, analysed in the intention-to-treat population. This trial is registered with ClinicalTrials.gov, (L G Cohen MD); Li Ka Shing
number NTC01406912. Knowledge Institute of
St Michaels Hospital, Toronto,
Canada (G Saposnik,
Findings The study was done between May 12, 2012, and Oct 1, 2015. We randomly assigned 141 patients: 71 received
M Mamdani PharmD, J Hall MSc,
VRWii therapy and 70 received recreational activity. 121 (86%) patients (59 in the VRWii group and 62 in the recreational A Cohen MSc,
activity group) completed the nal assessment and were included in the primary analysis. Each group improved WMFT Prof K Thorpe MMath,
performance time relative to baseline (decrease in median time from 437 s [IQR 261680] to 297 s [214452], Prof A Laupacis MD); Riverview
Health Centre, Winnipeg,
320% reduction for VRWii vs 380 s [IQR 280641] to 271 s [212455], 287% reduction for recreational activity).
Manitoba, Canada
Mean time of conventional rehabilitation during the trial was similar between groups (VRWii, 373 min [SD 322] vs (S Pooyania MD); Miller Centre
recreational activity, 397 min [345] ; p=070) as was the total duration of study intervention (VRWii, 528 min [SD 155] vs at Memorial University,
recreational activity, 541 min [142]; p=060). Multivariable analysis adjusted for baseline WMFT score, age, sex, baseline St Johns, Newfoundland,
Canada (M Ploughman PhD);
Chedoke-McMaster, and stroke severity revealed no signicant dierence between groups in the primary outcome
UHN-Toronto Rehabilitation
(adjusted mean estimate of dierence in WMFT: 41 s, 95% CI 144 to 226). There were three serious adverse events Institute, University of
during the trial, all deemed to be unrelated to the interventions (seizure after discharge and intracerebral haemorrhage Toronto, Canada (J Shaw RhT,
in the recreational activity group and heart attack in the VRWii group). Overall incidences of adverse events and serious M Bayley MD); Providence
Healthcare, Toronto, Ontario,
adverse events were similar between treatment groups.
Canada (P Nord MD); Foothills
Medical Centre, Calgary,
Interpretation In patients who had a stroke within the 3 months before enrolment and had mild-to-moderate upper Alberta, Canada
extremity motor impairment, non-immersive virtual reality as an add-on therapy to conventional rehabilitation was (S Dukelow MD); Mahidol
University, Siriraj Hospital,
not superior to a recreational activity intervention in improving motor function, as measured by WMFT. Our study Bangkok, Thailand
suggests that the type of task used in motor rehabilitation post-stroke might be less relevant, as long as it is intensive (Y Nilanont MD); Hospital
enough and task-specic. Simple, low-cost, and widely available recreational activities might be as eective as Nacional Cayetano Heredia,
innovative non-immersive virtual reality technologies. Lima, Peru (F De los Rios MD);
FLENI Rehabilitation Institute,
Escobar, Buenos Aires,
Funding Heart and Stroke Foundation of Canada and Ontario Ministry of Health. Argentina (L Olmos MD); Jewish
Rehabilitation Hospital, CRIR
Introduction facilities to support resource-intensive interventions in Research Centre, McGill
University, Montreal, Canada
Every year about 15 million people have a new or recurrent stroke rehabilitation.4,5 (M Levin PhD); and Parkwood
stroke worldwide,1,2 and about two thirds of stroke survivors Conventional rehabilitation techniques, including Institute, University of Western
have motor decits associated with diminished quality of motor relearning, neurodevelopmental therapy, or Ontario, London, Ontario,
life.3 The greatest burden occurs in low-income and proprioceptive neuromuscular facilitation, are similarly Canada (R Teasell MD)

middle-income countries lacking the basic infrastructure eective in improving motor function.610 However,

www.thelancet.com/neurology Published online June 27, 2016 http://dx.doi.org/10.1016/S1474-4422(16)30121-1 1


Articles

Correspondence to:
Dr Gustavo Saposnik, Stroke Research in context
Outcomes Research & Virtual
Reality Center, Stroke Outcome Evidence before this study virtual reality and recreational activity (active control) as add-
Research Canada Working Group, We searched PubMed and the Cochrane Database for relevant on therapies to conventional rehabilitation after an acute
Department of Medicine, articles published from Jan 1, 1980, to Dec 18, 2015. We used stroke. Outcomes were assessed at the end of the 2 week
St Michaels Hospital, University
of Toronto, 55 Queen St E,
the keywords virtual reality combined with stroke and intervention and again 4 weeks post-intervention. We found
Toronto, Ontario, M5C 1R6, stroke rehabilitation. We restricted the search to articles no signicant dierence in motor recovery after stroke between
Canada published in English. We identied 12 small, single-centre non-immersive virtual reality and simple recreational activities,
saposnikg@smh.ca studies (including our EVREST pilot study); when the results although each group showed a signicant improvement
For more information on Stroke from these studies were combined in a meta-analysis published relative to baseline.
Outcomes Research Canada see
in a Cochrane review published in 2015, virtual reality-assisted
http://www.sorcan.ca Implications of all the available evidence
rehabilitation appeared to confer modest improvement in
Our ndings suggest that added intensity of training, whether
motor function of the upper extremity after stroke.
with virtual reality or other simple and inexpensive arm
Considerable heterogeneity was observed, as each study
activities (eg, playing cards or dominoes), improves early motor
included ve to 40 participants (less than 200 participants in
recovery of the upper limb after stroke. Considering that the
total). Most of the studies compared non-immersive virtual
greatest burden of stroke occurs in low-income and middle-
reality added to conventional rehabilitation versus
income countries with constrained resources and limited access
conventional rehabilitation alone, with no active control.
to technologies and rehabilitation therapists, simple, low-cost,
Added value of this study high-intensity, and task-specic home-based therapies appear
To our knowledge, this multicentre study is the rst comparable with virtual reality to optimise motor recovery
randomised trial to compare the eect of non-immersive post-stroke.

conventional rehabilitation can be resource-intensive trial to compare the eect of non-immersive virtual reality
and costly, often requiring specialised facilities not with recreational therapy (active control), with both added
always widely available.11,12 Virtual reality is a novel to customary conventional rehabilitation, on motor
rehabilitation strategy regarded as an enjoyable recovery in patients after acute stroke. We hypothesised
alternative to enhance motor recovery after stroke that using non-immersive virtual reality after an ischaemic
where specialised facilities are scarce. Virtual reality stroke would result in better motor recovery of the upper
ranges from non-immersive to fully immersive, extremity required for activities of daily living than with
depending on the degree to which the user is isolated recreational therapy.
from the physical surroundings when interacting with
the virtual environment.13 A variety of non-immersive Methods
video-game systems developed by the entertainment Study design and participants
industry for home use have made this technology less This controlled, single-blind, parallel-group, randomised
costly and more accessible for potential rehabilitation trial was done at 14 participating rehabilitation centres
interventions. from four countries (Canada [11]: Toronto, Calgary,
Despite promising results from initial studies,14 London, Mississauga, North York, St Johns, Hamilton,
meta-analyses have suggested marginal benets of Montreal; Argentina [1]: Buenos Aires; Peru [1]: Lima;
virtual reality systems in improving motor function of Thailand [1]: Bangkok). We included patients aged
the upper extremity after stroke.15 Benets were typically 1885 years who had a rst-time ischaemic stroke within
observed when the intervention was done in the rst 3 months of enrolment and had a mild-to-moderate
6 months after stroke.15 However, some of the studies motor disability (dened as Chedoke-McMaster Stroke
included1618 in one meta-analysis19 compared virtual Assessment stage >3).23,24 Diagnosis of acute stroke was
reality added to conventional rehabilitation with conrmed by neuroimaging (CT or MRI), neurological
conventional rehabilitation alone with no active control. assessment, and Chedoke-McMaster inclusion criteria.
Such a design might allow more treatment time among Potential participants were excluded if they had no
patients receiving virtual reality interventions, creating disability in the upper extremity (arm components of
an imbalance in the total rehabilitation time between the Chedoke-McMaster scale=7); were unable to follow
groups that might explain the observed benets, instructions; had a pre-stroke modied Rankin score of
although total intervention time was not reported.14,15,19 2 or higher; were medically unstable or had uncontrolled
Despite this limited evidence, virtual reality is commonly hypertension; had a severe illness with a life expectancy
used in clinical practice and recommended in stroke of less than 3 months; experienced unstable angina or
guidelines.2022 had a myocardial infarction within 3 months; had a
To address confounding factors in previous studies, we history of seizures or epilepsy (except for febrile
did a multicentre, single-blind, parallel-group, randomised seizures of childhood); were participating in another

2 www.thelancet.com/neurology Published online June 27, 2016 http://dx.doi.org/10.1016/S1474-4422(16)30121-1


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clinical trial involving an investigational drug or and Game Party 3. Progression through the intervention
physical therapy; or had any condition that might put allowed participants to choose some specic activities
the patient at risk (ie, known shoulder subluxation or within those games (last 30 min of the intervention)
fracture) at study entry. based on their capabilities and interest, with the goals of
Data management, research coordination, and enhancing exibility, range of motion, strength, and
statistical analyses were done at the Applied Health coordination of the aected arm. The recreational activity
Research Centre of the Li Ka Shing Knowledge Institute was designed as a customary active control with similar
of St Michaels Hospital, Toronto, Canada. Operational intensity and complexity to simulate the skills required
procedures, guidelines for the implementation of both in the VRWii group and favouring motivation. As in the
arms of the study, and the consent form were approved VRWii group, progression through the intervention
by the ethics review boards at St Michaels Hospital and allowed patients to choose specic activities (playing
at each participating institution. Written informed cards, bingo, Jenga, or ball game; appendix).
consent was obtained from all patients at each
participating institution. Outcomes
The primary endpoint was motor function at the end of
Randomisation and masking the 2 week interventions as measured by the time in
Patients were randomly assigned (1:1) within 2 months doing a number of tasks on the Wolf Motor Function
of stroke onset to non-immersive virtual reality using Test (WMFT). We used an abbreviated version of WMFT
the Nintendo Wii (Nintendo Co., Ltd, Kyoto, Japan) that included six tasks (hand to table, hand to box, reach
gaming system (VRWii) or recreational activities by and retrieve, lift can, lift pencil, and fold towel),25 and
computer-generated assignment at enrolment (stratied added grip strength and ip a card tasks. Secondary See Online for appendix
by site), employing random permuted blocks of sizes 2
and 4, which were assigned remotely via the internet.
893 patients with stroke screened 752 not eligible
The study coordinator (JH) and patients participating in 106 did not meet age criteria
this study were not masked to the intervention group. To 282 no mild or severe motor
limit the participants from knowing how to use the decit
240 medical reasons
games beforehand, and to ensure that other caregivers 124 other
and support sta were not aware of patient allocation, all 141 patients randomly assigned 47 refused consent
study interventions were done by dedicated trial sta out
of sight of ward sta. Trial sta and patients were
instructed not to divulge the intervention allocation to 71 assigned to receive Wii virtual 70 assigned to receive recreational
caregivers or other ward sta. Interventions were not reality therapy therapy
recorded in the medical record. All baseline, post-
intervention, and 4 week follow-up assessments were
4 patients discontinued
done by trained outcome assessors (DC and others) who after initial training session
were masked to the patients treatment allocation.

Procedures 67 received Wii virtual reality 70 received recreational therapy


therapy
Within their in-patient stroke rehabilitation centres,
patients were assessed at baseline (randomisation), at
2 weeks (post-intervention), and at 4 weeks (follow-up) by 8 did not complete ten sessions 8 did not complete ten sessions
the trained outcome assessors. The intensity and and discontinued before the and discontinued before the
end of the intervention end of the intervention
duration of the interventions was the same in the VRWii
and recreational activity groups, consisting of an
intensive programme of ten sessions, 60 min each, over 5 did not complete ten sessions 5 did not complete ten sessions
but continued until the but continued until the
a 2 week period. A rehabilitation therapist administered end of the intervention end of the intervention
the interventions (either VRWii or recreational activity) at
each participating facility, in a one-to-one session
providing feedback to avoid inappropriate compensatory 59 completed the intervention 62 completed the intervention
and were included in the and were included in the
movements. Patients were not allowed to play against primary analysis primary analysis
each other. Further details are described in the protocol
(appendix).
47 completed the 4-week 54 completed the 4-week
We used the Wii Nintendo gaming system as a post-intervention assessment post-intervention assessment
paradigm of non-immersive virtual reality devices that and were included in the and were included in the
secondary analysis secondary analysis
are inexpensive, easy to use, comprising simple graphics,
and with readily available commercial games. We used
commercially available software, including Wii Sports Figure 1: Trial prole

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endpoints at the end of the 2 week interventions were: (FIM); independence for activities of daily living as
gross manual dexterity assessed using the Box and measured by the Barthel Index; score on the Modied
Block Test (BBT); quality of life after stroke and hand Rankin Scale; and grip strength measured using a
function, both measured by the Stroke Impact Scale dynamometer. All outcome measures were also assessed
(SIS); score on the functional independence measure 4 weeks post-intervention, which was about 3 months
after stroke onset. Additionally, at the Toronto
Rehabilitation Institute, kinematics of limb movement
VRWii (n=71) Recreational
activity (n=70)
were measured using the Reaching Performance Scale
(RPS; appendix) at the beginning and end of the
Age (years) 62 (13) 62 (12)
intervention to determine the characteristics of motor
<55 19 (27%) 16 (23%)
learning in both groups. The RPS was also used to
5669 34 (48%) 34 (49%)
assess compensatory movements.
70 18 (25%) 20 (29%) Death, life-threatening events (stroke, myocardial
Sex infarction, and fracture), hospital readmissions, or new
Male 46 (65%) 48 (69%) disability leading to prolongation of existing hospitalisation
Female 25 (35%) 22 (31%) were considered serious adverse events. Minor adverse
Handedness events included the proportion of patients experiencing
Ambidextrous 1 (1%) 0 intervention-related pain, dizziness, light-headedness,
Left 6 (8%) 9 (13%) back or shoulder pain, or muscle aches during the study
Right 64 (90%) 61 (87%) period. We also measured patients perceived exertion and
Stroke severity (Canadian 85 (14) 85 (16) fatigue after each treatment session by using the Borg
Neurological Scale) Perceived Level of Exertion scale (excessive fatigue dened
Co-morbidities as any score >13 points).
Hypertension 58 (82%) 48 (69%)
Diabetes 33 (46%) 27 (39%) Statistical analysis
Coronary artery disease 15 (21%) 8 (11%) The study sample size of 140 was calculated according to
Dyslipidaemia 42 (59%) 42 (60%) the results of the EVREST pilot study.26 This sample size
Atrial brillation 11 (15%) 14 (20%) would allow detection of change at the patient level of 5 s
Current smoker 12 (17%) 16 (23%) using the WMFT27 and the SD was estimated to be 9 s. If
Stroke subtype only 70% of patients completed the intervention (leaving
Lacunar 31 (48%) 31 (46%) 52 in each group), there would still be 80% power to
Non-lacunar 33 (52%) 36 (54%) detect the 5 s dierence.
Aected side The primary outcome analysis was done in the
Left 36 (51%) 39 (56%) intention-to-treat population and examined the total
Right 35 (49%) 31 (44%) WMFT score tasks. Adverse events are reported
Chedoke-McMaster score 4 (35) 5 (45) descriptively. A two-sided p value of less than 005 was
Modied Rankin Scale considered statistically signicant. Despite the one-sided
02 33 (46%) 27 (39%) nature of the clinical hypothesis, the primary outcome
35 38 (54%) 43 (61%) was tested with a two-sided alternative to be statistically
Hospital Anxiety and Depression Scale conservative. Statistical analysis was done in the
Anxiety score 5 (17) 5 (29) R language for statistical computing (version 3.3.23;
Depression score 3 (17) 4 (28) R Foundation for Statistical Computing, Vienna, Austria).
Days from onset to 270 245 (100410) A linear regression model was constructed for the
randomisation (90525) primary outcome, controlling for baseline WMFT score,
Median duration of conventional 330 (95543) 358 (120555) treatment group, age, sex, baseline Chedoke-McMaster
rehabilitation during the study score, and stroke severity. A sensitivity analysis was done
(min)
to determine whether patients who were not able to
Mean duration of conventional 373 (322) 397 (345)
rehabilitation during the study
complete the test and were given a score of
(min) 120 signicantly aected the outcome. An examination
Median duration of intervention 595 (550600) 600 (573600) of the residual plots did not suggest concerns regarding
(min) model assumptions (eg, normality of errors) and no
Mean duration of intervention 528 (155) 541 (142) transformations of the outcome were needed. A planned
(min) subgroup analysis included age, sex, handedness, stroke
Data are n (%), mean (SD), or median (IQR) unless otherwise stated. severity, Chedoke-McMaster score, time from stroke
VRWii=non-immersive virtual reality Wii group. onset to randomisation, and FIM.
The average total therapy time, the average therapy
Table 1: Baseline demographic and clinical characteristics
time per session, and dierences 4 weeks

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post-intervention from baseline in primary and Role of the funding source


secondary outcomes were computed for each group, The funders of the study had no role in study design, data
along with 95% CIs. For relevant clinical outcomes, collection, data analysis, data interpretation, or writing of
descriptive statistics (mean and SD or median and IQR) the report. The corresponding author had nal
were computed for each assessment. Inferential responsibility for the decision to submit for publication.
analyses comparing treatment groups for the secondary
outcomes also employed a linear model in which the Results
baseline value was adjusted for in addition to age, sex, We screened 893 individuals between May 12, 2012, and
baseline Chedoke-McMaster score, and stroke severity. Oct 1, 2015. The most common reason for exclusion
Additionally, the eectiveness of masking of the was motor decits that were too mild (282 [32%] of
outcome assessors was examined by asking them to 893 patients). Of the screened individuals, 141 eligible
guess which treatment group the patient was in. The patients were randomly assigned: 71 patients were
proportion correctly guessed was compared with a assigned to VRWii and 70 patients were assigned to the
test. The trial is registered with ClinicalTrials.gov, recreational activity (active control) group. 59 (83%) of
number NTC01406912. 71 patients in the VRWii group and 62 (89%) of

VRWii (n=71) Recreational activity (n=70) Between group dierence*


Baseline Follow-up Baseline Follow-up Adjusted coecient Adjusted
estimate (95% CI) p value
Primary outcome
WMFT total time (s)
Mean (SD) 919 (1223) 641 (1040) 684 (1012) 398 (355) 41 (144 to 226) 0469
Median (IQR) 437 (261680) 297 (214452) 380 (280641) 271 (212455)
Secondary outcomes
WMFT total time (s)
Mean (SD) 919 (1223) 455 (513) 684 (1012) 506 (1207) 142 (520 to 237) 0346
Median (IQR) 437 (261680) 260 (180405) 380 (280641) 228 (174366)
BBT (mean number of blocks)
End of the intervention 229 (144) 272 (155) 242 (142) 309 (132) 34 (61 to 07) 0018
4 weeks post-intervention 229 (144) 305 (177) 242 (142) 331 (153) 27 (73 to 18) 0299
Barthel Index
End of the intervention 647 (224) 834 (180) 642 (230) 803 (217) 35 (23 to 93) 0295
4 weeks post-intervention 647 (224) 902 (138) 642 (230) 893 (160) 08 (43 to 60) 0774
Functional independence measure
End of the intervention 957 (190) 1088 (162) 926 (199) 1061 (176) 09 (34 to 52) 0735
4 weeks post-intervention 957 (190) 1136 (130) 926 (199) 1117 (151) 08 (39 to 55) 0848
SIS hand function
End of the intervention 130 (64) 170 (65) 132 (56) 180 (61) 12 (29 to 07) 0314
4 weeks post-intervention 130 (64) 185 (60) 132 (56) 204 (53) 21 (42 to 00) 0074
SIS S16
End of the intervention 887 (255) 1040 (216) 831 (226) 1016 (234) 22 (85 to 41) 0494
4 weeks post-intervention 887 (255) 1128 (200) 831 (226) 1126 (213) 28 (102 to 45) 0514
SIS perception of recovery
End of the intervention 583 (228) 660 (213) 528 (186) 671 (165) 44 (109 to 22) 0252
4 weeks post-intervention 583 (228) 705 (192) 528 (186) 716 (155) 23 (85 to 40) 0352
Grip strength (kg)
End of the intervention 115 (98) 148 (103) 154 (94) 179 (98) 02 (18 to 23) 0713
4 weeks post-intervention 115 (98) 159 (101) 154 (94) 178 (96) 12 (14 to 37) 0358

Data are mean (SD) or median (IQR) unless indicated otherwise. VRWii=non-immersive virtual reality Wii group. WMFT=Wolf Motor Function Test. BBT=Box and Block Test.
SIS=Stroke Impact Scale (SIS hand function includes ve items of the SIS 2.0; SIS perception of recovery represents the nal question of the SIS 2.0 on how the patient feels
recovered from stroke [scale 01]). SIS S16=outcome measure from the SIS based on factor analysis capturing strength, hand function, mobility, activities of daily living, and
instrumental activities of daily living. *Means unless otherwise specied; median values are also provided for the WMFT due to the skewed distribution of the data. Adjusted
estimates after controlling for age, sex, treatment group, baseline Chedoke-McMaster score, stroke severity, and baseline measure (WMFT, SIS, BBT, Barthel Index) as
appropriate. End of intervention. 4 weeks post-intervention.

Table 2: Baseline, end of intervention, and 4 weeks post-intervention outcome measures, by treatment group

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70 patients in the recreational activity group completed conventional rehabilitation during the trial was similar
the 2 week intervention and were included in the between groups (VRWii 373 min [SD 322] vs recreational
primary outcome analysis; 47 (66%) of 71 patients in the activity 397 min [345]; p=070). There was no dierence
VRWii group and 54 (77%) of 70 patients in the in the total duration of each study intervention (VRWii
recreational activity group completed the 4 week post- 528 min [SD 155] vs recreational activity, 541 min [142];
intervention assessment and were included in p=060). We found no evidence of failure of concealment
secondary analyses. at the end of the study; the masked assessors correctly
In the VRWii group, four patients discontinued after identied recreational activity patients on 55% (95% CI
the training session, whereas none discontinued in the 4367) of occasions versus 67% (5577) for VRWii
recreational activity group. 13 (18%) of 71 patients in the patients (p=024 for a dierence between groups).
VRWii group and 13 (19%) of 70 patients in the Analysis of the primary outcome showed improvements
recreational activity group did not complete the ten in the median WMFT performance time from baseline to
scheduled sessions (gure 1). Mean age of all patients the end of intervention in both groups (decrease in
was 62 years (SD 12). Demographic and baseline clinical median time from 437 s [IQR 261680] to 297 s
characteristics, including time from stroke onset, were [214452], a 320% reduction for VRWii vs decrease
similar between groups (table 1). Mean time of from 380 s [IQR 280641] to 271 s [212455], a
287% reduction for recreational activity). Multivariable
analysis revealed no signicant dierence between
A groups at the end of the intervention with respect to
50 VRWii WMFT performance (adjusted between-group mean
437 Recreational activity
dierence estimate: 41 s [95% CI 144 to 226],
40 p=0469) or 4-weeks post-intervention (142 s [520 to
237, p=0346; table 2, gure 2A, B).
380
297 There were no dierences in the secondary outcome
Median WMFT (s)

30
260 measures between groups (table 2, appendix) with the
271 exception of better performance in the BBT for the
20 228 recreational activity group at the end of the intervention
(309 [SD 132] vs 272 [155] blocks moved; adjusted p
value 0018). Patients in both groups had similar scores
10
with respect to grip strength, recovery in activities for
daily living measured by the Barthel Index, hand
0 function, and quality of life at the end of the 2 week
intervention. Similar results were observed 4 weeks post-
B intervention. Both groups showed a non-signicant
0
0 increase in the quality of movement of the aected arm
as measured by the RPS compared with baseline (for the
WMFT relative change from baseline (%)

10 close target: mean RPS for recreational activity


166 [SD 053], 11% improvement vs VRWii 147 [060],
11% improvement [adjusted p value 081]; for the far
20
target: recreational activity 122 [110], 9% improvement
vs VRWii 152 [028], 12% improvement [adjusted
287
30 p value 083]). The multivariable analysis revealed no
320
dierence in the quality of movements between groups
400 (table 2).
40
There was no evidence of heterogeneity of eect across
405
any of the prespecied subgroups (age, sex, handedness,
50 stroke severity, functional arm assessment [Chedoke-
Baseline End of intervention 4 weeks McMaster score], time from stroke onset to randomisation,
post-intervention
and functional assessment scale [FIM]; gure 3). A
sensitivity analysis excluding patients who were not able
Figure 2: Median motor performance time (A) and change in motor performance
(B) from baseline to the end of the intervention and 4 weeks post-intervention
to complete the WMFT at baseline (54 in the VRWii group
as measured by the Wolf Motor Function Test (WMFT) and 61 in the recreational activity group) revealed no
WMFT is expressed as unadjusted median time (s) (A) and as change (%) relative dierence between groups (p=093; data not shown).
to baseline (B), with a decrease indicating improvement. There was no signicant There were three serious adverse events during the
dierence between groups at the end of the intervention (p=0469) or 4 weeks
post-intervention (p=0346) after adjustment for age, sex, baseline WMFT,
trial, all deemed to be unrelated to the interventions. Two
stroke severity, and Chedoke-McMaster scores. VRWii=non-immersive virtual serious adverse events occurred in the recreational
reality Wii group. activity group (seizure after discharge and intracerebral

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Adjusted estimates VRWii (n=71) Recreational


(95% CI) activity (n=70)
63 years old 118 (154 to 389) Adverse events
<63 years old 118 (389 to 154)
Dizziness 10 (15%) 12 (17%)
Male 114 (184 to 412)
Light-headedness 6 (9%) 8 (11%)
Female 114 (412 to 184)
Right-handed 138 (748 to 471) Nausea 4 (6%) 4 (6%)
Left-handed 138 (471 to 748) Pins and needless 10 (15%) 10 (14%)
CNS score 85 213 (509 to 084) Numbness 19 (28%) 33 (47%)
CNS score <85 213 (084 to 509)
Muscle aches 18 (27%) 29 (41%)
Chedoke score 5 01 (283 to 302)
Back pain 30 (45%) 33 (47%)
Chedoke score <5 01 (302 to 283)
Stroke to randomisation >10 days 225 (107 to 558) Fatigue (post-intervention) 38 (57%) 44 (63%)
Stroke to randomisation 10 days 225 (558 to 107) Headache 9 (13%) 13 (19%)
FIM 97 044 (247 to 335) Other 10 (15%) 10 (14%)
FIM <97 044 (335 to 247)
Serious adverse events
10 8 6 4 2 0 2 4 6 8 10 Death 0 0
Stroke 0 1 (2%)
Favours Favours VRWii
recreational Heart attack 1 (2%) 0
activity Seizures 0 1 (2%)
All 1 (2%) 2 (3%)
Figure 3: Subgroup analyses for Wolf Motor Function Test at the end of the
intervention
Data are n (%). VRWii=non-immersive virtual reality Wii group.
None of the individual subgroup analyses had signicant treatment-by-subgroup
interactions (all p>005) after adjusting for age, sex, stroke severity, and Table 3: Safety outcomes
Chedoke-McMaster scores (where relevant). CNS=Canadian Neurological Scale.
FIM=Functional Independence Measure. VRWii=non-immersive virtual reality.
provide more benecial results. However, we would argue
that our neutral results are compelling because they are
haemorrhage) and one in the VRWii group (heart attack). based on patients who fully complied with the
Overall incidences of adverse events and serious adverse interventions; the non-completion rate was similar
events were similar between treatment groups (table 3). between groups and there was no obvious dierence in
baseline characteristics of those who did not complete the
Discussion interventions. The duration of our intervention can be
The EVREST study is the rst randomised trial designed considered short. Nevertheless, it is similar to other
and powered to evaluate the eectiveness of video-game- virtual reality interventions used in meta-analysis of
based, non-immersive virtual reality (VRWii) compared previous positive studies.15,19 Another potential limitation
with recreational activity (active control) as add-on is the lack of an additional study group receiving
therapies to conventional rehabilitation early after an conventional therapy alone. However, this approach has
acute stroke. In this trial, patients randomly assigned to been criticised by articially creating potential benets to
both groups had an average of 30% and 40% improvement the virtual reality technology group as these patients
in motor performance at the end of the 2 week intervention actually receive longer therapy than those receiving
and 4 weeks post-intervention, respectively. Contrary to conventional therapy alone.
our hypothesis, there was no signicant dierence in It is possible that a combination of dierent factors
hand function, grip strength, motor performance, explain our neutral results compared with previous,
activities of daily living, quality of movement, or quality of more promising ndings of virtual reality. For example,
life between groups either at the end of the intervention or the use of an active control group and the greater
4 weeks post-intervention. Of note, there were no variability of the intervention across centres in a
dierences in the duration of the assigned interventions multicentre design might have attenuated the mild
or total time of conventional rehabilitation between eects of virtual reality previously observed in small,
groups, allowing a fair comparison between groups. The single-centre studies.28,29 Indeed, the residual estimate of
results remained unaltered after adjusting for potential SD for the WMFT after the intervention was considerably
confounders (age, sex, baseline performance measures, larger than assumed in planning this study. However,
and stroke severity). No prespecied subgroups appeared there was no evidence of treatment eect in any of the
to benet from the VRWii intervention. outcomes.
Some limitations of the study deserve mention. The Questions remain about the ideal intensity of
intervention group received non-immersive virtual reality physiotherapy in conventional rehabilitation to improve
technology because it is low cost, less complex, and easier motor function.30 There is a trade-o between the
to deliver than immersive virtual reality systems. It is technological appeal associated with video gaming and
possible that immersive hospital-based systems could the simplicity and lower costs of using recreational

www.thelancet.com/neurology Published online June 27, 2016 http://dx.doi.org/10.1016/S1474-4422(16)30121-1 7


Articles

therapy. Future studies should help identify the best Contributors


strategy to optimise motor recovery based on patients GS, MM, RT, ML, LGC, AL, MB, and KT participated in the conception,
study design, interpretation of the results, drafting of the manuscript,
preferences and availability of these interventions in a and made a critical revision of the manuscript. AC and JH contributed to
particular clinical setting. Future work could also study the data analysis, interpretation of results, and drafting the manuscript.
if virtual reality aects more subtle tasks than those SP, MP, DC, JS, PN, SD, YN, FdlR, and LO contributed to the
reected by the WMFT. However, taken together, the interpretation of results and drafting of the manuscript. GS was
responsible for obtaining funds.
consistency of the results and the diverse domains
evaluated by the dierent outcome measures presented Declaration of interests
GS is supported by a Clinician-Scientist Award from Heart and Stroke
here suggest we were unlikely to have missed a Foundation Canada. All other authors declare no competing interests.
clinically important treatment eect. Virtual reality
Steering committee
requires higher cognitive demands by extra spatial Gustavo Saposnik, Mark Bayley, Judith Hall, and Muhammad Mamdani.
transformation of uncoupled eyehand movements
Acknowledgments
while looking at the television screen than the direct The authors are indebted to all participants of the EVREST trial. We are
visual and proprioceptive feedback of a recreational very grateful to allied health members at each site who were
activity.31 It is possible that these dierences play a part instrumental for the successful implementation of EVREST. The authors
in explaining our results. would like to thank co-operative students at Li Ka Shing Knowledge
Institute for their assistance with database development and data entry.
Our study suggests that the type of task used in motor The authors thank Sarah Blanton and Steven Wolf for the facilitation of
rehabilitation post-stroke might be less relevant, as long the training video and suggestions regarding the analysis of the WMFT.
as it is intensive enough and task-specic. This notion is The authors are most grateful for the initial funding provided by South
East Toronto Stroke Network and to Jacqueline Willems for the
supported by ndings in previous studies applying
unconditional support with the early organisation of the study design
innovative technologies (eg, arm robotics) with active and coordination.
control groups showing the interventions were benecial
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