The ViRTAS study examines the effect of VR gait training on participation in community-living people between 2 weeks and 6 months after stroke. Also, the effect of VR gait training on secondary outcome measures including subjective physical functioning, functional mobility, walking ability, walking activity, fatigue, anxiety and depression, falls efficacy and quality of life is discussed.
VR can be defined as a computer-based technology that simulates a real environment and provides the user with opportunities to interact with objects and events [
20,
58]. In this study the VR consists of high-end three-dimensional environments with motion capture. VR is thought to enhance neuroplasticity and motor learning after stroke through facilitating brain reorganization and activating brain areas involved in motor planning, learning and execution [
59]. Multiple studies have shown significant improvements in functional outcome measures as a result of VR gait training in people after stroke [
15,
16]. We believe that VR gait training for subacute stroke survivors is a valuable addition to conventional physiotherapy (e.g., treadmill training or functional gait exercises) by providing an intensive, variable and enjoyable therapy which can be easily adjusted to the abilities of the patient. Multiple principles of motor learning can effectively be applied during a VR gait training session [
18,
60]. Using VR gives the opportunity to perform multiple repetitions of different movements within meaningful tasks by varying the gait exercises and the settings of the exercises within a training session. Variability in training is thought to be important for retention and transfer of learned skills [
61]. While walking in a virtual environment unexpected constraints (e.g., disturbances and obstacle avoidance) or dual tasks can be provided to stimulate patients to use problem-solving abilities. This is useful as it is known that problem-solving is an important principle to enhance the cognitive learning of new skills [
17]. Using VR, environments can be manipulated more than during conventional physiotherapy. In addition, the use of enriched VR environments with game scores and a high virtual presence can improve motivation, enjoyment and engagement of patients probably more than during conventional physiotherapy interventions [
62,
63]. Another advantage of VR compared to conventional therapy could be that the task difficulty can easily be monitored with multiple options present to adjust the training to the abilities of the individual. Lastly, intrinsic and extrinsic feedback (knowledge of performance and knowledge of results) provided during a VR gait training session can promote motor learning after stroke [
19]. In this study, we investigate whether these above-mentioned potentially beneficial characteristics of VR can lead to improvement in participation in people after stroke. We match both training interventions on frequency, duration and number of training sessions.
A foreseen difficulty of the study is that participants continue to receive usual care and rehabilitation which might interfere with the effect of the studied interventions. From an ethical perspective, it is not an option to withheld care or rehabilitation from subacute stroke survivors. As participants are within 6 months after stroke, they may receive other therapies focusing on gait. However, due to the randomization it is expected that there is no noticeable difference between the VRT and non-VRT group in the potential interference of usual care and rehabilitation. Still, the frequency and duration of the gait-related therapies are registered.
To the authors’ knowledge this is the first study to investigate the effect of a VR gait training intervention on the level of participation in people after stroke. VR gait training might be a great potential for rehabilitation after stroke.