Immersive virtual reality gaming versus dose-matched conventional task-oriented training for hand function in chronic incomplete tetraplegia: a pilot randomised controlled trial

Main Article Content

Manish Kapoor
Mansi Srivastav
Monika Sharma

Abstract

Background. Recovery of hand function is the highest-ranked rehabilitation priority among people with tetraplegia, yet meaningful gains remain difficult to achieve in the chronic phase. Immersive virtual reality (VR) gaming may increase repetition and engagement relative to conventional therapy, but randomised evidence in cervical spinal cord injury (SCI) is limited and dominated by non-immersive systems.


Objective. To compare an 8-week immersive VR gaming programme with dose-matched conventional task-oriented training on hand function in adults with chronic incomplete tetraplegia.


Methods. Two-arm, parallel-group, assessor-blinded pilot randomised controlled trial. Twenty adults (18–60 years) with chronic (≥ 1 year) incomplete cervical SCI (C6–C8; AIS grade C or D) were randomised 1:1 to immersive VR gaming delivered through a head-mounted display or to conventional task-oriented training. Both arms received 60-minute supervised sessions three times weekly for 8 weeks (24 sessions). The primary outcome was the Graded Redefined Assessment of Strength, Sensibility and Prehension (GRASSP) total score. Secondary outcomes were GRASSP subcomponents, the Box and Block Test (BBT), Jamar grip strength and the Spinal Cord Independence Measure (SCIM). Between-group differences in change from baseline were tested with the Mann–Whitney U test.


Results. All 20 participants completed the intervention and were analysed; no adverse events occurred. Groups were comparable at baseline. GRASSP total improved by 24.30 ± 3.37 points with VR and by 10.30 ± 3.50 points with conventional training (median between-group difference 14.0 points; U = 100, p < 0.001; r = 0.85). Larger gains also favoured VR for the BBT (median difference 7.0 blocks, p < 0.001), grip strength (3.0 kg, p < 0.001) and SCIM (10.0 points, p < 0.001). The between-group difference in GRASSP prehension performance was smaller and did not survive correction for multiple comparisons (p = 0.027).


Conclusions. In this pilot trial, immersive VR gaming produced greater improvement than dose-matched conventional training across all measured domains of hand function and functional independence. The trial was not powered for definitive superiority; the effect estimates are imprecise and require confirmation in an adequately powered multicentre trial with longer follow-up.


 


 

Article Details

How to Cite
Kapoor, M., Srivastav, M., & Sharma, M. (2026). Immersive virtual reality gaming versus dose-matched conventional task-oriented training for hand function in chronic incomplete tetraplegia: a pilot randomised controlled trial. CINEFORUM, 66(S7), 548–556. Retrieved from https://revistadecineforum.com/index.php/cf/article/view/1777
Section
Original Articles

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