Digital Health Technology for Stroke Rehabilitation in Canada: A Scoping Review
Abstract
:1. Introduction
- How are DHTs used in stroke rehabilitation across Canada?
- What key gaps exist in the current use of DHTs for stroke rehabilitation in this context?
- How can findings from Canadian research inform funding decisions, resource allocation, and clinical improvements in stroke rehabilitation?
2. Materials and Methods
2.1. Design
2.2. Search Strategy
2.3. Inclusion & Exclusion Criteria
2.4. Study Selection Process
2.5. Data Extraction and Analysis
3. Results
3.1. VR and Telerehabilitation
3.2. Robotic Devices
3.3. Gaming Systems
3.4. Mobile and Sensor-Based Training
4. Discussion
4.1. Interpretations of Study Characteristics on the Use of DHTs in Stroke Rehabilitation in Canada
4.2. Findings on the Feasibility and Effectiveness of Technology Use in Stroke Rehabilitation in Canada
4.3. Determinants of DHT Adoption for Stroke Rehabilitation
4.4. Strengths and Limitations of This Review
5. Conclusions and Future Directions
Author Contributions
Funding
Acknowledgments
Conflicts of Interest
Abbreviations
ADLs | Activities of Daily Living |
AI | Artificial Intelligence |
DHT | Digital Health Technology |
EMG | Electromyogram |
FMA-UE | Fugl-Meyer Assessment for Upper Extremity |
H-GRASP | Home-Graded Repetitive Arm Supplementary Program |
UE | Upper Extremity |
LE | Lower Extremity |
RCT | Randomized Controlled Trial |
VR | Virtual Reality |
PRISMA-ScR | Preferred Reporting Items for Systematic Reviews and Meta-Analyses extension for Scoping Reviews |
Appendix A
- exp stroke/
- exp Cerebral Hemorrhage/
- (stroke or strokes or cva* or poststroke* or apoplexy).tw,kw.
- ((cerebro* or brain or brainstem or cerebral*) adj3 (infarct* or accident*)).tw,kf.
- brain attack*.tw,kw.
- exp artificial intelligence/
- exp Monitoring, Physiologic/
- exp Monitoring, Ambulatory/
- Biofeedback, psychology/
- Self-Help Devices/
- exp Man-Machine Systems/
- automation/
- exp Computer Simulation/
- exp Video Games/
- exp wearable electronic devices/
- exp Cell Phone/ or Mobile Applications/ or Computers, Handheld/
- Electronic Mail/
- exp Touch Perception/
- wireless technology/
- (artificial intelligen* or AI or neural network* or (automat* adj2 recogni*) or machine learning).tw,kf.
- robot*.tw,kw.
- (video gam* or videogam* or exergam* or exer gam*).tw,kw.
- ambient assisted living.tw,kw.
- ambient intelligen*.tw,kw.
- (assistive adj3 (device* or technolog* or self-help)).tw,kf.
- ((ambient or smart or intelligent) adj2 (environment* or home* or house*)).tw,kf.
- (intelligent adj2 system*).tw,kf.
- ((technolog* or comput*) adj5 (ambient or non-wearable* or nonwearable* or unobtrusiv* or non-intrusive or nonintrusive or pervasive or ubiquitous or non-contact or noncontact or smart or intelligen* or passive)).tw,kf.
- (home adj2 (automation or device or module)).tw,kw.
- (digital technolog* or smart technolog*).tw,kw.
- ((monitor* or track*) adj2 (biomedical or medical or personal or home* or patient* or health or activit* or ambulat* or physiolog*)).tw,kf.
- (robot* or automat* or computer aided or computer assisted or power assist*).tw,kw.
- (virtual realit* or VR or simulat*).tw,kw.
- ((interactiv* or virtual) adj2 (environment or technolog*)).tw,kf.
- augmented realit*.tw,kw.
- (smartphone or smart-phone*).tw,kw.
- ((mobile or cell or smart or handheld) adj2 (device or phone*)).tw,kf.
- (iphone* or android* or ipad*).tw,kw.
- (personal digital assistant* or handheld computer* or handheld device*).tw,kw.
- mobile app*.tw,kw.
- haptic*.tw,kw.
- biofeedback.tw,kw.
- ((force or tactile or touch or tactual or electr*) adj2 (feedback or perception)).tw,kf.
- sensory substitution.tw,kw.
- piezoelectric*.tw,kw.
- (vibrotactile or vibration).tw,kw.
- wearable*.tw,kw.
- sensory aids/
- ((intelligent or smart) adj1 (home* or technolog* or sensor? or environment)).tw,kw.
- (rehabilitat* or rehab or “occupational therap*” or physiotherap* or “physical therap*”).tw,kw.
- rehabilitation/ or “activities of daily living”/ or neurological rehabilitation/ or stroke rehabilitation/ or telerehabilitation/
- exp Physical Therapy Modalities/
- Occupational Therapy/
- or/1–5 [Stroke Search]
- or/6–49 [Digital Technology Search]
- or/50–53 [Rehab Search]
- exp Canada/ or canada.cp. or canad*.tw,kw.
- 54 and 55 and 56 and 57 (129)
- limit 58 to english (128)
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Author | Study Type | Goals | Participants | Stroke Phase | Setting | Type of Technology | Main Findings | |||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
Description | Main Goal | Outcome Focus | N | Age | Male/Female | |||||||
1 | Dorra Rakia Allegue (2022) [37] | Multiple Case Study Design | Identify behavioral and motivational techniques used by clinicians during the virtele intervention. Explore indicators of empowerment among stroke survivors. Investigate the determinants of VirTele use among stroke survivors and clinicians. | Client Perception, Clinician Perception | UE | 3 | Mean Age of 58.8 (SD 19.4) | F (2) M (1) | Chronic | Home | VR and Telerehabilitation | 5 major determinants of virtele use emerged from the qualitative analyses:
|
2 | Dorra Rakia Allegue (2022) [36] | Feasibility Clinical Trial | Determine the feasibility of using virtele in survivors of chronic stroke at home and explore the impact of VirTele on UE motor function, quantity and quality of use, quality of life, and motivation in survivors of chronic stroke compared with conventional therapy. | Feasibility | UE | 11 | Mean Age 57.8 | Both Genders | Chronic | Home | VR and Telerehabilitation | The VirTele intervention constitutes another therapeutic alternative, in addition to the GRASP, to deliver an intense personalized rehabilitation program to survivors of chronic stroke (at least 8 years since the stroke) with UE deficits. The highest scores for autonomous motivation were achieved in the experimental group, which achieved a high frequency of use of the exergames and a very high number of repetitions. |
3 | Nancy M. Salbach (2022) [33] | Quantitative (Case Study) & Qualitative | Describe how authors used a process model, a determinant framework, and two classic theories to guide the design and process evaluation of the implementation of the iWalk toolkit. | Clinician Perception | Walking Speed | Pre-Intervention: 49 Post-Intervention: 37 Focus Group: 33 | Pre-Intervention: Mean Age of 38.7 Post-Intervention: Mean Age of 38.1 Focus Group: Mean Age of 38.5 | Pre-Intervention: F (45) M (4) Post-Intervention: F (33) M (4) Focus Group: F (29) M (4) | Chronic | Home | Mobile and Sensor Based Training | Self-efficacy ratings for recommended practices increased and were significant for the 10 mwt. Theory-based toolkit features and implementation strategies likely facilitated engagement with toolkit components, contributing to observed improvements in pts’ knowledge, attitudes, skill, self-efficacy, and clinical practice. |
4 | Alejandro Hernandez (2022) [29] | RCT | (Determine the extent to which a 1-month intervention using a VR-based serious game is effective in improving UE function compared with an evidence-based home exercise program. Assess the feasibility of implementing the intervention for chronic stroke rehabilitation in participants’ homes. | Intervention Effectiveness | UE | 51 | Treatment: Mean Age 59.8 (Sd 13.1) Standard Care: Mean Age 56.7 (Sd 11.2) | F (14) M (37) | Chronic | Institution | Vr and Telerehabilitation | UE training for chronic stroke survivors using virtual rehabilitation in their home may be as effective as a gold standard home exercise program and those who used the system the most achieved the greatest improvement in UE function, indicating its relevance to being included as part of ongoing rehabilitation services |
5 | Dorra Rakia Allegue (2021) [34] | Mix Method Case Study | To determine the feasibility of VirTele for remote UE rehabilitation in a chronic stroke survivor Explore the preliminary efficacy of virtele on UE motor function, the amount and quality of UE use, and impact on quality of life and motivation Explore the determinants of behavioral intention and use behavior of VirTele along with indicators of empowerment. | Feasibility | UE | 1 | 63 | Male | Chronic | Home | Vr and Telerehabilitation | Results suggest that the virtele intervention and the study protocol could be feasible for stroke survivors. |
6 | Brontë Vollebregt (2019) [26] | Qualitative | Determine the perceived benefits of the participants in a hand training program using a haptic indirect-feedback hand function device (HIFHFD) | Client Perception | UE | 8 | 55–82 (M = 69.38) | F (3) M (5) | Chronic | Institution | Mobile and Sensor-Based Training | This study provided insight into the response of stroke survivors to a community-based hand training program using this novel HIFHFD and examined its impact on their QOL. In addition to functional improvements, participants experienced a sense of community, companionship, and motivation. |
7 | Lisa A. Simpson (2019) [38] | Pre-Post Double Baseline Repeated Measures Design | Investigate the feasibility of a phone-monitored home exercise program for the UE following stroke. | Feasibility | UE | 8 | Mean 66.4 | Female 4 Male 4 | >2 Months and <12 Months Post-Stroke | home | Mobile and Sensor Based Training | The H-GRASP was feasible for participants when they were sufficiently challenged by the exercise program. Participants showed sustainable improvements in UE function, UE use, grip strength and occupational performance following the H-GRASP program. |
8 | Ahmed Elnady (2018) [25] | Qualitative | Describe users’ perceptions about existing wearable robotic devices for the ue education and information technologies Identify if there is a need to develop new devices for the ue and the desired features Explore obstacles that would influence the utilization of these new devices. | Client Perception, Clinician Perception | UE | 10 | 50–60 (13%) 61–70 (62%) >70 (25%) | F (13%) M (87%) | Chronic | Home and Institution | Robotic Devices | “They exist, but…” A. Existing devices and technologies B. Cost-effectiveness C. Doubts on efficiency D. Compromise the independence Indeed, we need more. Can we have it all? A. Assistance vs. rehabilitation B. Distal vs. proximal C. Portability vs. complexity D. Activation and motivation Bumps on the road A. Single solution is challenging B. Ensure accessibility C. Setup time and learning curve |
9 | Amy E. Bouchard (2017) [30] | RCT | The goal of the study was to evaluate the impact of a single session of haptic guidance (HG) and error amplification (EA) robotic training interventions on the improvement of post-stroke timing accuracy. | Intervention Effectiveness | UE | 34 | Haptic Guidance Group: 67 ± 7, Error Amplification Group: 67 ± 6 | NA | Chronic | Institution | Robotic Devices | The results of this innovative study have demonstrated that HG robotic training helps improve the immediate timing accuracy of Survivors’ post-chronic stroke, and that the side of the stroke lesion can influence timing accuracy following EA training. Knowing that Timing deficits can have a detrimental impact on the performance of daily activities |
10 | Kate Paquin (2016) [27] | Qualitative | Gather end-user data from chronic stroke participants who engaged with an off-the-shelf CG device in a community-level rehabilitation setting. | Client Perception | UE | 10 | Mean Age 72.1 | Male (10) | Chronic | Home | Gaming Systems | Participants illustrated the positive impact that VR training had on their functional abilities as well as their confidence towards completing activities of daily living (ADL). Participants also expressed the need for increased rehabilitation opportunities within the community. |
11 | L. Sheehy (2016) [31] | RCT | Determine if supplemental VRT-based sitting balance exercises improve sitting balance ability and function in stroke rehabilitation inpatients. | Intervention Effectiveness | Sitting Balance | 76 | NA | NA | Acute | Institution | VR and Telerehabilitation | Provide important evidence for the use of low-cost, accessible VRT as an adjunct intervention to increase sitting balance in lower-functioning patients receiving inpatient rehabilitation. The motivating and enjoyable attributes of VRT may increase exercise dosage, leading to improved function and optimal results from rehabilitation. |
12 | Kate Paquin (2015) [32] | RCT | Investigate the effectiveness of commercial gaming as an intervention for fine motor recovery in chronic stroke. | Intervention Effectiveness | UE | 10 | Mean Age 72.1 | M (10) | Chronic | Home | Gaming Systems | Illustrating an increase in fine motor ability as well as an increase in the participants’ perceived ability to complete ADL. |
13 | Sandy K Tatla (2015) [28] | Qualitative | Explore clinicians’ perceptions of how young people and adults with hemiplegia use gaming and social media technologies in daily life and rehabilitation Identify barriers to using these technologies in rehabilitation. | Clinician Perception | UE | 10 | 20–34 Years Old: 5 (50%) 35–49 Years Old: 4 (40%) 50–64 Years Old: 1 (10%) | F (8) M (2) | NA | Institution | Gaming Systems | Therapists were using technology in a limited capacity. They identified barriers to using social media and gaming technology with their clients, including a lack of age appropriateness, privacy issues with social media, limited transfer of training, and a lack of accessibility of current systems. Therapists also questioned their role in the context of technology-based interventions. The opportunity for social interaction was perceived as a major benefit of integrated gaming and social media |
14 | G. Saposnik (2010) [35] | Pilot RCT | ComparE VRWII versus recreational therapy in patients receiving standard rehabilitation within six months of stroke with a motor deficit of ≥3 on the Chedoke-McMaster Scale (arm) | Effectiveness of the Intervention | UE | 21 | Mean Age: 61 [41–83] Years | NA | Acute | Institution | Gaming Systems | The results of secondary endpoints will serve to calculate the necessary sample size for a potentially larger multicentre trial. The initial step in understanding of the potential benefit of interactive rehabilitation using Wii gaming technology post-stroke with potential implications for daily patient care. |
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Kheirollahzadeh, M.; Sarvghadi, P.; Azizkhani, S.; Bani Hani, J.; Monnin, C.; Choukou, M.-A. Digital Health Technology for Stroke Rehabilitation in Canada: A Scoping Review. Appl. Sci. 2025, 15, 5340. https://doi.org/10.3390/app15105340
Kheirollahzadeh M, Sarvghadi P, Azizkhani S, Bani Hani J, Monnin C, Choukou M-A. Digital Health Technology for Stroke Rehabilitation in Canada: A Scoping Review. Applied Sciences. 2025; 15(10):5340. https://doi.org/10.3390/app15105340
Chicago/Turabian StyleKheirollahzadeh, Mahsa, Pooria Sarvghadi, Sarah Azizkhani, Jasem Bani Hani, Caroline Monnin, and Mohamed-Amine Choukou. 2025. "Digital Health Technology for Stroke Rehabilitation in Canada: A Scoping Review" Applied Sciences 15, no. 10: 5340. https://doi.org/10.3390/app15105340
APA StyleKheirollahzadeh, M., Sarvghadi, P., Azizkhani, S., Bani Hani, J., Monnin, C., & Choukou, M.-A. (2025). Digital Health Technology for Stroke Rehabilitation in Canada: A Scoping Review. Applied Sciences, 15(10), 5340. https://doi.org/10.3390/app15105340