Cognitive training on stroke patients via virtual reality-based serious games.
Use of virtual reality environments in cognitive rehabilitation offers cost benefits and other advantages. In order to test the effectiveness of a virtual reality application for neuropsychological rehabilitation, a cognitive training program using virtual reality was applied to stroke patients.



A virtual reality-based serious games application for cognitive training was developed, with attention and memory tasks consisting of daily life activities. Twenty stroke patients were randomly assigned to two conditions: exposure to the intervention, and waiting list control.



The results showed significant improvements in attention and memory functions in the intervention group, but not in the controls.



Overall findings provide further support for the use of VR cognitive training applications in neuropsychological rehabilitation. Implications for Rehabilitation Improvements in memory and attention functions following a virtual reality-based serious games intervention. Training of daily-life activities using a virtual reality application. Accessibility to training contents.
a School of Psychology and Life Sciences, Lusophone University of Humanities and Technologies , Lisbon , Portugal.|b COPELABS - Cognition and People-centric Computing Laboratories , Lisbon , Portugal , and.
Pedro
P
Gamito
a School of Psychology and Life Sciences, Lusophone University of Humanities and Technologies , Lisbon , Portugal.|b COPELABS - Cognition and People-centric Computing Laboratories , Lisbon , Portugal , and.
Jorge
J
Oliveira
a School of Psychology and Life Sciences, Lusophone University of Humanities and Technologies , Lisbon , Portugal.
Carla
C
Coelho
a School of Psychology and Life Sciences, Lusophone University of Humanities and Technologies , Lisbon , Portugal.|b COPELABS - Cognition and People-centric Computing Laboratories , Lisbon , Portugal , and.
Diogo
D
Morais
a School of Psychology and Life Sciences, Lusophone University of Humanities and Technologies , Lisbon , Portugal.|b COPELABS - Cognition and People-centric Computing Laboratories , Lisbon , Portugal , and.
Paulo
P
Lopes
c CMRA - Centro de Medicina de Reabilitação de Alcoitão , Sintra , Portugal.
José
J
Pacheco
a School of Psychology and Life Sciences, Lusophone University of Humanities and Technologies , Lisbon , Portugal.|b COPELABS - Cognition and People-centric Computing Laboratories , Lisbon , Portugal , and.
Rodrigo
R
Brito
a School of Psychology and Life Sciences, Lusophone University of Humanities and Technologies , Lisbon , Portugal.
Fabio
F
Soares
a School of Psychology and Life Sciences, Lusophone University of Humanities and Technologies , Lisbon , Portugal.
Nuno
N
Santos
a School of Psychology and Life Sciences, Lusophone University of Humanities and Technologies , Lisbon , Portugal.
Ana Filipa
AF
Barata
D000203:Activities of Daily Living; D003072:Cognition Disorders / Q000534:rehabilitation*; D005260:Female; D006801:Humans; D008297:Male; D008875:Middle Aged; D011174:Portugal; D000071939:Stroke Rehabilitation / Q000379:methods*; D016896:Treatment Outcome; D018910:Video Games; D000076142:Virtual Reality
Cognitive training; neuropsychological rehabilitation; stroke; virtual reality