Examining Technological Applications Used for the Cognitive Assessment and Rehabilitation of Concussed Individuals: A Rapid Review
Abstract
1. Introduction
2. Background
2.1. Concussion
2.2. Cognitive Assessment
2.3. Cognitive Rehabilitation
2.4. Use of Technology in Assessment and Rehabilitation
2.5. Objectives
3. Methods
3.1. Search Strategy
3.2. Article Selection
3.3. Data Extraction/Analysis
4. Results
4.1. Cognitive Area Studied
4.2. Technological Cognitive Applications for Concussions
4.3. Participant Populations
4.4. Participant Involvement in Application Design
5. Discussion
5.1. Article Information
5.2. Domains of Cognitive Function Studied
5.3. Role of Technological Applications
5.4. Participant Sample
5.5. User-Centered Design
5.6. Data Comparison Between Reviews
6. Limitations
7. Conclusions
Supplementary Materials
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
Abbreviations
CT | Computed Tomography |
DANA | Defense-Automated Neurobehavioral Assessment |
EEG | Electroencephalograph |
HIEQ | Highmark Interactive Equilibrium |
HMD | Head Mounted Display |
ImPACT | Immediate Post-Concussion Assessment and Cognitive Testing |
MMAT | Mixed Methods Appraisal Tool |
mTBI | Mild Traumatic Brain Injury |
PICO | Population, Intervention, Comparator, and Outcome |
PRISMA | Preferred Reporting Items for Systematic reviews and Meta-Analyses |
SRC | Sports Related Concussion |
VIGIL-CPT | Vigil Continuous Performance Test |
VR | Virtual Reality |
VRai | Virtual Reality avatar interaction |
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PICO Categories | Inclusion Criteria | Exclusion Criteria |
---|---|---|
Population | Addresses the concussion population but can include clinicians, caregivers, or non-concussed population. | Studies involving other populations but where the tool is not intended for the concussion population. |
Intervention | Any technological application that involves the use of interactive digital system applications (e.g., VR, computer simulations, video games, etc.). | Technology that does not involve the use of an interactive digital system application. |
Comparator | Articles comparing technology and other types of interventions. Articles with no comparator were also included. | Articles where the concussion population’s results are not reported. |
Outcome | Must involve cognitive assessment and/or rehabilitation as identified by the article author. Articles could also be evaluating other areas of rehabilitation. | Articles that do not analyze cognitive assessment and/or rehabilitation. |
Article Author & Year | Name of Application(s) | Type of Application(s) | Purpose of Application(s) | Aim of Study | Key Findings |
---|---|---|---|---|---|
Horan et al., 2020 [36] | (1) Cogstate (2) CONVIRT | (1) Computer-based (2) Immersive VR | Cognitive Assessment | Examined the test/retest reliability of CONVIRT, compared the validity of two applications, and assessed if the CONVIRT application evokes a physiological arousal in participants. | CONVIRT VR application was found to have a high test–retest performance, acceptable validity, and evokes a higher physiological response. |
Kullmann et al., 2021 [37] | (1) Neurolign Dx NOTC (used in 64.37% of participants) (2) Neurolign Dx 100 (used in 35.6% of participants) | (1) Semi-immersive VR (2) Immersive VR | Cognitive Assessment | Create a normative database containing data on functions beneficial for decision making in the diagnoses to recovery phases of a concussion. | Use of applications with eye tracking resulted in precise measurements of function and creation of a database. Data can be compared to that of a post concussed patient. |
Lempke et al., 2021 [49] | CNS Vital Signs | Computer-based | Cognitive Assessment | Assessed reaction time during various driving sequences using a driving simulator and analyzed CNS Vital Signs domains against driving reaction time. | Deficits were found in the driving performance of the concussed cohort. CNS Vital Signs and driving application indicating cognitive applications should not be used to assess driving capabilities. |
Levy et al., 2019 [50] | V-Mart | Non-immersive VR | Cognitive Assessment and Rehabilitation | Gain participant feedback regarding the acceptance, applicability, and usefulness of V-Mart. | Participants made recommendations on how the application could be improved and were interested in using the application for assessment and rehabilitation. V-Mart received a high usability scoring. |
Little et al., 2015 [51] | KINARM | Robotics with semi-immersive VR | Cognitive Assessment | Assess the reliability of KINARM application in healthy participants. | Application was found to have high reliability but, a learning effect was found during the first and second sessions impacting the results of the intra-class correlation coefficients. |
Little et al., 2016 [52] | KINARM | Robotics with semi-immersive VR | Cognitive Assessment | Analyze KINARM results in previously concussed and healthy individuals. | No difference in testing results between both cohorts. |
McFarlane et al., 2020 [53] | Spatial Configuration Task | Non-immersive VR | Cognitive Assessment | Evaluate if participants with an SRC can create a cognitive map for the purpose of spatial configuration. | Participants who had sustained a concussion received low test results compared to their counterparts. |
Merchant-Borna et al., 2017 [54] | ImPACT | Computer-based | Cognitive Assessment | Assess the feasibility of a balance application on a user’s stability and compare it to ImPACT, and a second balance application to determine the validity of the applications when evaluating recovery post-concussion. | The technological balance application is able to identify additional information not available in the results of the ImPACT test. There were two occasions where a participant was considered recovered by ImPACT and the second balance application but listed as not recovered by the technological balance application. |
Nolin et al., 2012 [39] | (1) Vigil Continuous Performance Test (VIGIL-CPT) (2) ClinicaVR: Classroom-CPT | (1) Computer-based (2) Immersive VR | Cognitive Assessment | Evaluate performance between two applications in participants with and without a history of concussions. | The ClinicaVR: Classroom-CPT was found to detect increased deficits in attention and inhibition, not detected by the VIGIL-CPT. |
Rábago & Wilken, 2011 [55] | Computer Assisted Rehabilitation Environment (CAREN) | Semi-immersive VR | Cognitive Assessment and Rehabilitation | Describes the use of CAREN on a patient with several post-concussion symptoms. | Following multiple sessions, the patient’s symptoms had resolved with the exception of a headache that continued to occur. |
Robitaille et al., 2017 [56] | Virtual Reality avatar interaction (VRai) | Immersive VR | Cognitive Assessment | Aims to determine if using a dual-task walking procedure could detect deficits in executive dysfunction. Also assessed interactions within the virtual environment to analyze user acceptance, and level of immersiveness. | Few differences were noted between both cohorts, but authors observed a more cautious interaction of healthy participants with the avatars present in the VR application compared to the mTBI cohort. |
Shepherd et al., 2022 [57] | Highmark Interactive Equilibrium (HIEQ) | Computer-based | Cognitive Assessment | Analyze the feasibility and reliability of the application. | While considered feasible, HIEQ was found to have low to medium reliability when individuals were completing the assessment in the same room. |
Teel et al., 2014 [58] | (1) ImPACT (2) Application provided by HeadRehab | (1) Computer-based (2) Semi-immersive VR | Cognitive Assessment | Evaluate neural areas of the brain impacting performance and use an electroencephalograph (EEG) to assess participants at baseline, and while completing the ImPACT and HeadRehab applications. | No statistically significant difference in ImPACT scoring and only a small difference was observed for the semi-immersive VR application. However, EEG results indicate differences between the concussed and healthy participants at baseline and during application testing which was not detected by ImPACT or the HeadRehab application. |
Teel et al., 2016 [59] | (1) ImPACT (2) Application provided by HeadRehab | (1) Computer-based (2) Semi-immersive VR | Cognitive Assessment | Aims to measure sensitivity and specificity of HeadRehab application. | Did not report on the results of ImPACT but noted that the semi-immersive VR application accurately assessed cognition between participants with and without a concussion. |
Wilkerson et al., 2021 [60] | TRAZER® Sports Simulator | Non-immersive VR | Cognitive Assessment and Rehabilitation | Determine the reliability, discriminatory power, variation in performance and accuracy of application to identify perceptual-motor functions to support management of recovery post SRC. | The simulator was able to identify differences in scoring between participants with a history of SRC and those without a prior SRC. Application was found to have high reliability. |
Wright et al., 2018 [61] | Defense-Automated Neurobehavioral Assessment (DANA) | Computer-based | Cognitive Assessment | Authors hypothesized that deficits in cognition, postural control, and sensory reactivity would be present in participants who had sustained a past mTBI compared to their healthy counterparts. | Sustaining a past mTBI did not result in any statistically significant findings in cognition. Impairments were found in balance and sensory reactivity. |
Article Author and Year | Sample Size | Ages of Participants | Participant Population | Participants with a Concussion or a History of Concussion(s) |
---|---|---|---|---|
Horan et al., 2020 [36] | 165 | 18–34 | General population | Concussed participants not recruited. Information on history of concussion not available. |
Kullmann et al., 2021 [37] | 466 | 18–45 | General population, military members, athletes | Not recruited. |
Lempke et al., 2021 [49] | 28 | Concussed cohort: 20.2 ± 0.9 years* Control cohort: 20.4 ± 1.1 years* | General population | 14 participants had an asymptomatic concussion. |
Levy et al., 2019 [50] | Not reported. | Inclusion criteria indicates participants were 18 years of age and older* | Therapists, military veterans | 3 participants with mTBI in initial focus group, 4 participants with mTBI in follow-up focus group. |
Little et al., 2015 [51] | 34 | 10–14 | Athletes | 9 participants had a history of concussion. |
Little et al., 2016 [52] | 385 | 10–14 | Athletes | 94 participants had a history of concussion. |
McFarlane et al., 2020 [53] | 37 | 11–16 | Athlete | 18 participants with a concussion. |
Merchant-Borna et al., 2017 [54] | 403 individuals followed. 19 enrolled in study following concussion. | Mean age of 19.2 ± 1.2 years* | Athletes | 19 participants had a concussion, 6 participants also had a history of concussion. |
Nolin et al., 2012 [39] | 50 | Mean age of 13.64 years* | Athletes | 25 participants had experienced a concussion 1–24 months before study. |
Rábago & Wilken, 2011 [55] | 1 | 31 | Military member | 1 |
Robitaille et al., 2017 [56] | 12 | Concussed cohort: 30.3 ± 8.6 years* Control cohort: 30.3 ± 5.3 years* | Military members | 6 participants had a concussion 2 weeks to 7 months before study. |
Shepherd et al., 2022 [57] | 55 | 14–19 | General population | 28 participants had a history of a concussion. 4 participants had missing data. |
Teel et al., 2014 [58] | 19–20 (Exact number of participants unclear). | Mean age of 21 ± 1* | General population | 7 participants had a concussion. |
Teel et al., 2016 [59] | 152 | Mean age of 21 ± 2.4* | Athletes | 24 participants had a concussion. |
Wilkerson et al., 2021 [60] | 16 | 19–44 | Athletes | 9 participants had a history of concussion. |
Wright et al., 2018 [61] | 36 | History of mTBI: 33.57 (7.93)* No history of mTBI: 25.95 (4.48)* | Military members | 14 participants had a history of mTBI. |
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Garito, I.P.; Patel, S.; Appel, L. Examining Technological Applications Used for the Cognitive Assessment and Rehabilitation of Concussed Individuals: A Rapid Review. Technologies 2025, 13, 418. https://doi.org/10.3390/technologies13090418
Garito IP, Patel S, Appel L. Examining Technological Applications Used for the Cognitive Assessment and Rehabilitation of Concussed Individuals: A Rapid Review. Technologies. 2025; 13(9):418. https://doi.org/10.3390/technologies13090418
Chicago/Turabian StyleGarito, Isabella P., Sahil Patel, and Lora Appel. 2025. "Examining Technological Applications Used for the Cognitive Assessment and Rehabilitation of Concussed Individuals: A Rapid Review" Technologies 13, no. 9: 418. https://doi.org/10.3390/technologies13090418
APA StyleGarito, I. P., Patel, S., & Appel, L. (2025). Examining Technological Applications Used for the Cognitive Assessment and Rehabilitation of Concussed Individuals: A Rapid Review. Technologies, 13(9), 418. https://doi.org/10.3390/technologies13090418