Research commentary

Virtual reality for stroke rehabilitation the Cochrane verdict.

In 2017, Cochrane looked at virtual reality for stroke rehabilitation and found no significant benefit over conventional therapy. In June 2025, the same team looked again with 119 more trials and reached the opposite conclusion. That reversal, and the fine print underneath it, is the most useful thing published on this question.

Reviewed by The Karuna Labs clinical teamUpdated

Does virtual reality work for stroke rehabilitation?

According to the 2025 Cochrane review of 190 trials and 7,188 participants, virtual reality is slightly better than alternative therapies for upper limb function (SMD 0.20), on low-certainty evidence. The stronger finding is that VR added to usual care, increasing total therapy time, improved upper limb function more (SMD 0.42) on moderate-certainty evidence. Benefits are real but modest.

The most likely explanation the authors offer is not exotic: VR makes therapy engaging, so people do more of it.

At a glance

Article analysed
Laver et al., Cochrane Database of Systematic Reviews, 20 June 2025 (CD008349.pub5)
Size
190 randomized trials, 7,188 participants; 119 trials new since the 2017 version
Headline result
VR vs alternative therapy, upper limb function: SMD 0.20 (95% CI 0.12 to 0.28), 67 studies, low certainty
Stronger result
VR added to usual care, upper limb function: SMD 0.42 (95% CI 0.26 to 0.58), 21 studies, moderate certainty
Daily living
Activity limitation improved in both comparisons (SMD 0.21 and 0.22), moderate certainty
Dose effect
Trials with 15+ hours of therapy: SMD 0.30, versus 0.13 under 15 hours (subgroup difference p = 0.03)
Safety
59 studies monitored adverse events; 46 reported none major. Events were mild: dizziness, headaches, pain
Key caveat
Restricted to lower-risk-of-bias studies, the headline effect disappears: SMD 0.04 (95% CI −0.09 to 0.16)

Key takeaways

  • This is the highest-authority answer available on VR for stroke: a Cochrane systematic review of 190 randomized trials, updated in June 2025.
  • The result reversed the 2017 version, which found no significant benefit. The authors flag the change themselves as having practical implications for clinicians.
  • The strongest, best-certified finding is about adding VR to usual care rather than substituting it: SMD 0.42 on moderate-certainty evidence, the highest certainty rating for upper limb function anywhere in the review.
  • The headline superiority claim is fragile. Keep only the studies without serious risk-of-bias problems and the effect falls to SMD 0.04, a confidence interval straddling zero.
  • Commercial gaming consoles performed no differently from purpose-built systems, and the authors' own mechanistic reading is deflationary: the benefit may come largely from gamification driving engagement and therapy time.
  • Beware stale numbers. Summaries circulating online attach the 2017 figures (72 trials, 2,470 participants, SMD 0.07) to the 2025 date. The current version is 190 trials and 7,188 participants.

Why did the conclusion reverse between 2017 and 2025?

Cochrane reviews get updated as evidence accumulates, and this one has been updated four times since its protocol in 2010. The 2017 version pooled 72 trials with 2,470 participants and found that VR was not significantly better than conventional therapy for upper limb function: SMD 0.07, with a confidence interval crossing zero.

The June 2025 update pooled 190 trials and 7,188 participants, adding 119 new trials, and found SMD 0.20 (95% CI 0.12 to 0.28), which does not cross zero. The authors state plainly that this contrasts with the previous version and that the change in direction carries practical implications for clinicians.

Two methodological changes matter alongside the extra evidence. The 2025 version included only randomized trials, dropping the quasi-randomized studies the 2017 version allowed, which raises the floor on study quality. It also dropped the word “immersed” from its definition of VR, widening what counted.

A practical warning for anyone researching this topic: several summaries online, including AI-generated ones, present the 2017 statistics under the 2025 date. If you see 72 trials, 2,470 participants, or SMD 0.07 attached to the current review, the numbers are from the superseded version.

What did the 2025 review actually find?

The review runs two separate comparisons, and conflating them is the most common error in reporting on it. The first asks whether VR replaces conventional therapy better than the alternative at the same dose. The second asks whether VR added on top of usual care helps, which necessarily means more total therapy time.

Comparison 1: VR instead of an alternative therapy

OutcomeEffect (95% CI)StudiesCertainty
Upper limb functionSMD 0.20 (0.12 to 0.28)67Low
Activity limitation (daily living)SMD 0.21 (0.11 to 0.32)33Moderate
BalanceSMD 0.26 (0.12 to 0.40)24Low
Gait speedMD 0.05 m/s (−0.02 to 0.13)10Very low
Participation and quality of lifeSMD 0.11 (−0.02 to 0.24)16Low

Comparison 2: VR added to usual care

OutcomeEffect (95% CI)StudiesCertainty
Upper limb functionSMD 0.42 (0.26 to 0.58)21Moderate
BalanceSMD 0.68 (0.46 to 0.91)12Low
Activity limitation (daily living)SMD 0.22 (0.04 to 0.41)15Moderate
Global motor functionSMD 0.01 (−0.60 to 0.61)3Not graded
Gait speedSMD 0.08 (−0.05 to 0.21)3Very low

For scale, the authors treat standardized mean differences of 0.2 to 0.5 as small, 0.5 to 0.8 as medium, and above 0.8 as large. Almost everything here sits in the small band, with balance in the adjunct comparison being the exception.

What is the catch in the headline finding?

The sensitivity analysis. When the authors restricted the main upper limb comparison to the studies that were not at unclear or high risk of bias in two or more domains, only 17 studies remained, and the effect fell to SMD 0.04 (95% CI −0.09 to 0.16). That interval includes zero, meaning the superiority result rests substantially on weaker trials.

The risk-of-bias picture across the whole review explains why. Adequate random sequence generation was reported in 64% of trials and adequate allocation concealment in 51%. Outcome assessors were blinded in 72%. And no trial was able to blind participants or personnel, which is inherent to the intervention: you cannot hide from someone that they are wearing a headset.

That last point matters for interpreting every VR rehabilitation trial. When participants know they are getting the novel, engaging treatment and the outcome partly depends on their effort, expectation is baked into the result. It is not a flaw the researchers could design away, but it does mean small effects should be read cautiously.

The review also notes an atypical funnel plot for the main analysis, though the authors say it was not clear whether publication bias explained it. Heterogeneity was substantial: I² of 68% for upper limb function and 85% for balance. Only 19% of trials had more than 50 participants, and the largest recruited 152.

Is the active ingredient the VR, or the extra therapy time?

This is the review's most interesting thread, and the authors lean into it. Within the first comparison, trials delivering 15 or more hours of therapy showed SMD 0.30 (0.20 to 0.41), while those under 15 hours showed 0.13 (0.01 to 0.24), a statistically significant subgroup difference (p = 0.03). In the 2017 version, that dose relationship was only a non-significant trend. More evidence hardened it.

Their proposed mechanism is refreshingly unglamorous: benefits may arise partly from the gamification of therapy, which increases motivation, adherence, and participation. Not neural rewiring unique to virtual environments, just people doing more repetitions because the task holds their attention.

The comparison of hardware supports that reading. Sixty-six of the 190 trials (35%) used off-the-shelf gaming consoles, mostly Nintendo Wii and Microsoft Kinect, and customised programmes did not significantly outperform them in either comparison (p = 0.32 and p = 0.58). The authors conclude their analyses gave no clear direction on which VR programmes are superior.

One finding runs the other way and deserves careful handling. A new subgroup analysis found immersive systems outperforming non-immersive ones (SMD 0.68 versus 0.20, p = 0.01). That is directionally interesting for the argument in our commentary on VR versus videogames, but the authors immediately caution that very few included studies were immersive and that no conclusions can currently be drawn about immersive VR. It is a hypothesis for future trials, not a result.

Does it matter how long ago the stroke happened?

In the adjunct comparison, yes, and strikingly. Trials recruiting people in the chronic phase showed SMD 0.77 (0.50 to 1.04), while trials recruiting within six months of stroke showed SMD 0.20 (−0.01 to 0.40), which does not exclude zero. The difference between those groups was significant at p < 0.001. In the first comparison, no such difference appeared.

Read cautiously, since this is a subgroup finding rather than a designed comparison. But it fits a sensible story: in the first months after a stroke, spontaneous recovery and intensive standard rehabilitation are already driving change, so an add-on has less room to show an effect. Later, when formal therapy has ended and improvement has plateaued, adding engaging practice has more to contribute.

That pattern echoes the clinic-to-home HEAD pilot, where tele-monitored home VR in chronic stroke helped maintain function that the usual-care group lost over six months.

What should a patient or clinician take from this?

Three things, stated at the strength the evidence supports:

  • As an add-on, VR looks worthwhile. Moderate-certainty evidence supports better upper limb function and daily living activity when VR is added to usual care. This is the review's most defensible claim.
  • As a replacement, the case is weak. Low-certainty evidence, a small effect, and a sensitivity analysis that erases it. Nothing here justifies swapping out conventional rehabilitation.
  • Dose may matter more than the device. Fifteen or more hours outperformed less, and expensive purpose-built systems did not beat consumer consoles.

On safety, the review is reassuring: of 59 studies monitoring adverse events, 46 reported none that were major, and the events that did occur were mild, limited to dizziness, headaches, and pain.

One disclosure worth carrying: several review authors have relevant interests. One holds a former industry fellowship and a consultancy, and two are authors of trials included in the review, one of them a named inventor on VR rehabilitation patents. Cochrane recused them from eligibility, extraction, and grading decisions on their own studies, which is the correct handling, and the interests are still worth knowing.

Does any of this apply to chronic pain?

Not directly, and the distinction should be kept sharp. This review is about motor recovery after stroke: rebuilding movement in a limb affected by brain injury, measured with upper limb function scales, balance tests, and gait speed. Chronic pain is a different problem with different mechanisms and different outcome measures.

What does carry over is methodological. The dose finding, the difficulty of blinding anyone to a headset, and the gap between a headline effect and what survives a sensitivity analysis are all live issues for evaluating VR in any condition, chronic pain included. Those are the standards we try to hold our own evidence to in how the program works.

Where the mechanisms genuinely overlap is visual feedback and embodiment, which is the territory of mirror therapy and its own Cochrane review, and of the mechanism studies we cover on mirror feedback in the brain and VR-guided motor imagery.

Frequently asked questions

Is VR better than conventional stroke therapy?

Only slightly, and on low-certainty evidence. The 2025 Cochrane review found a standardized mean difference of 0.20 for upper limb function when VR replaced an alternative therapy at the same dose, which counts as a small effect.

That finding is fragile: restricting the analysis to studies without serious risk-of-bias problems dropped the effect to 0.04, with a confidence interval crossing zero. The stronger evidence is for adding VR to usual care rather than substituting it.

How much VR therapy is needed to see a benefit?

The review found a significant dose relationship: trials delivering 15 or more hours of therapy showed a larger effect (SMD 0.30) than those delivering less than 15 hours (SMD 0.13), with a subgroup difference of p = 0.03.

That relationship appeared in the comparison against alternative therapy. Within the add-on comparison, the same split did not show a significant difference, so treat 15 hours as a signal rather than a prescription. Your rehabilitation team should set the actual dose.

Do you need an expensive VR system, or does a Nintendo Wii work?

In this review, purpose-built systems did not significantly outperform commercial gaming consoles. Sixty-six of the 190 trials used off-the-shelf hardware, mostly Nintendo Wii and Microsoft Kinect, and tests for subgroup differences returned p = 0.32 and p = 0.58.

The authors concluded their analyses gave no clear direction on which VR programmes are superior to others, and suggested benefits may come partly from gamification increasing motivation and participation.

Is VR safe for stroke patients?

The evidence is reassuring. Of 59 studies that monitored adverse events, 46 reported no major adverse events, and those reported were mild: dizziness, headaches, and pain.

That said, suitability is individual. Balance, seizure history, visual problems, and cognitive impairment after a stroke all affect whether and how VR should be used, which is a conversation for your own clinicians.

Does VR help if my stroke was years ago?

The review's subgroup analysis suggests it may help more, not less. When VR was added to usual care, trials in the chronic phase showed a substantially larger effect (SMD 0.77) than trials recruiting within six months of stroke (SMD 0.20, not excluding zero), with a difference of p < 0.001.

This is a subgroup finding rather than a designed comparison, so it should be treated as a lead. One plausible reading is that in the early months, spontaneous recovery and intensive standard therapy leave less room for an add-on to show an effect.

Which version of the Cochrane review should I cite?

The current version is Laver et al., published 20 June 2025, CD008349.pub5, covering 190 trials and 7,188 participants. It supersedes the 2017 version (pub4), which covered 72 trials and 2,470 participants.

This matters because the conclusions differ: the 2017 version found no significant benefit for upper limb function, and the 2025 version found a small significant one. Several summaries online mix the two, presenting the older statistics under the newer date.

Sources & research.

  1. Laver K.E., Lange B., George S., Deutsch J.E., Saposnik G., Chapman M., Crotty M., Cochrane Database of Systematic Reviews, 2025. Virtual reality for stroke rehabilitation. 6(6):CD008349 (current version, pub5)
  2. PubMed record: Laver et al. 2025, CD008349.pub5 (PMID 40537150)
  3. Laver K.E., Lange B., George S., Deutsch J.E., Saposnik G., Crotty M., Cochrane Database of Systematic Reviews, 2017. Virtual reality for stroke rehabilitation. 11(11):CD008349 (superseded version, pub4)

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