Digital and Intelligent Rehabilitation Technologies in Stroke and Neurological Disorders: A Systematic Review of Artificial Intelligence, Virtual Reality, Gamification, and Emerging Therapeutic Platforms in Neurorehabilitation
Abstract
1. Introduction
2. Materials and Methods
2.1. Study Design and Protocol Registration
2.2. Search Strategy
2.3. Eligibility Criteria
2.4. Screening and Study Selection
2.5. Data Extraction and Classification
2.6. Risk of Bias Assessment
2.7. Data Synthesis Strategy
3. Results
| Author, Year | Study Design | Objective and Population | Intervention | Outcome Measures | Results | Conclusion | AI Method/ Gamification Feature |
|---|---|---|---|---|---|---|---|
| Rodríguez-Hernández et al., 2021 [34] | RCT (Clinical) | To assess the effect of VR-based therapy on upper-limb motor function in patients with strokes (N = 43) | Conventional therapy + VR exposure therapy vs. conventional therapy alone for 4 weeks | Fugl-Meyer Assessment-Upper Extremity (FMA-UE), Modified Ashworth Scale, Stroke Impact Scale 3.0 | Significant improvement in FMA-UE (~11-point increase), η2 = 0.633, p < 0.001 | VR enhances traditional therapy and demonstrates a large effect size | Immersive VR environment with real-time performance feedback and adaptation |
| Kang et al., 2023 [54] | Protocol (Planned RCT–Clinical) | To evaluate home-based VR exergame training for post-patients with strokes (N = 120 planned) | 8 weeks of home-based VR exergame vs. daily life activity (control) | Endurance, strength, ADLs, gait, QoL | Pending-protocol stage | Home-based VR is expected to improve community-level rehabilitation outcomes | Home VR exergaming with scoring and progressive difficulty (telerehabilitation) |
| House et al., 2016 [44] | Pilot Study (Clinical Feasibility) | To evaluate team-based gamified VR rehabilitation for chronic stroke in nursing homes (N = 23) | BrightArm Duo VR using robotic-enabled workstation; collaborative competition with remote participants | ROM (18/23 variables), task completion time, engagement, depressive symptoms | 18/23 ROM variables improved significantly (p = 0.01) | Team-based gamified VR is feasible and beneficial in nursing home settings | Robot-assisted VR; multiplayer collaboration/competition; score feedback |
| Zhou et al., 2022 [43] | Protocol (Robot-Assisted Clinical Trial-In Progress) | To assess NeuCir-VR combined with robotic lower-limb rehabilitation (N = 40 planned) | Robot assistance + NeuCir-VR vs. robot + standard VR, 5 sessions/week for 4 weeks | FMA-LE, Berg Balance Scale, fMRI, Modified Ashworth Scale | Pending | NeuCir-VR expected to promote neuroplasticity and balance recovery | Robotic assistance + neural-circuit VR training framework |
| Bai et al., 2022 [42] | RCT (AI-Integrated Clinical Intervention) | To compare an AI-enhanced VR rehabilitation system with medication-only controls in patients with strokes (N = 50) | AI-VR personalized adaptive therapy for 10 weeks | FMA-UE, FMA-LE, FTHUE-HK, Barthel Index, Berg Balance Scale | Significant improvements in all motor outcomes (p < 0.05); Barthel Index ↑ ~25 points | AI-driven personalization improves functional recovery across domains | AI-adaptive VR tasks with continuous monitoring and feedback |
| Morone et al., 2014 [32] | RCT (Gamified Clinical Intervention) | To examine Wii Fit gamified balance therapy in subacute stroke (N = 50) | Wii Fit + PT vs. balance therapy + PT | BBS, Barthel Index, 10 MWT, FAC | BBS ↑ 7.6 vs. 4.2 (p = 0.004); BI ↑ ~22.8 points | Low-cost gamified balance therapy can enhance post-stroke recovery | Commercial games (Wii Fit) with goal-oriented balance tasks |
| Chen et al., 2022 [55] | Meta-analysis (43 RCTs) | To evaluate overall effects of VR-supported UL rehabilitation | VR-based therapy vs. conventional therapy | FMA-UE, ROM, strength, FIM, QoL | SMD values: UE = 0.45; ROM = 1.01; strength = 0.79 (all p < 0.001) | VR-supported therapy is effective for upper-limb recovery across trials | Adaptive VR motor-learning environments |
| Ahmed et al., 2020 [56] | Protocol (Immersive VR RCT-Planned) | To test immersive VR for upper-limb rehabilitation in ischemic stroke (N = 262) | Task-oriented multisensory rehabilitation (TMSR) + immersive VR vs. TMSR | FMA-UE, UK FIM-FAM | Pending | Immersive VR expected to enhance early subacute motor rehabilitation | Fully immersive 3-D VR environment with structured progression |
| Faria et al., 2018 [33] | RCT (Clinical Cognitive–Motor) | To test Reh@Task VR platform for cognitive-motor rehabilitation in chronic stroke (N = 24) | Reh@Task + OT vs. OT alone | MoCA, Bell’s test, Digit Cancellation, FMA-UE, Barthel Index | Greater improvements in FMA-UE and cognitive measures | Combined cognitive-motor VR provides additional benefit beyond OT | Gamified VR dual motor-cognitive tasks with adaptive performance tracking |
| Myung-Mo Lee et al., 2016 [45] | Pilot Study (Clinical Usability) | To evaluate VR canoe game for trunk stability and upper-limb function (N = 10) | VR canoe game 30 min, 3×/week for 4 weeks + PT | Trunk stability, balance, UL coordination, SUS | All outcomes improved; high usability scores | VR canoe-based therapy is feasible and supports motor/postural improvement | Game-based dynamic trunk control; high usability ratings |
| Maggio et al., 2023 [41] | RCT (Cognitive Telerehabilitation–MS) | Evaluate VR cognitive telerehabilitation in multiple sclerosis (N = 36) | VRRS-based cognitive TR (Khymeia Group, Padova, Italy) | MSQoL-54 | Mental QoL ↑ 20.5 points (p < 0.001) | VR cognitive TR improves mental QoL | VRRS cognitive platform with interactive session tasks |
| Lutokhin et al., 2023 [35] | RCT (Exoskeleton + FES + VR) | Evaluate combined robotic, FES, and VR rehabilitation for early ischemic stroke recovery (N = 130) | Exoskeleton + FES + VR vs. comparators | Tinetti scale, muscle strength, stabilometry | Balance ↑ 7.1; gait ↑ 6.4; strength ↑ 13.6% | Multimodal VR-robotic systems yield strong early recovery benefits | Robotic gait + FES with VR-enhanced feedback |
| Ali et al., 2023 [46] | RCT (Parkinson’s-Gamified VR) | Compare VR vs. conventional PT for balance and QoL (N = 46) | VR balance/motor rehabilitation | SF-36, Barthel Index, BBS | BI ↑ 11 points; BBS ↑ 5.8 (p < 0.05) | VR improves balance and QoL in Parkinson’s | Gamified VR tasks with rewards and feedback |
| Paul et al., 2024 [57] | Protocol (VR-cRGS RCT) | To test VR-cRGS for stroke upper-limb recovery (N = 162 planned) | VR-cRGS vs. PT | FMA-UE, WMFT, Barthel Index, SF-36 | Pending | VR-cRGS may improve upper-limb outcomes | Mirror-based VR gaming; feedback-based movement control |
| Lülsdorff et al., 2023 [40] | RCT (Immersive VR) | Compare immersive VR vs. robotic electromechanical training (N = 52) | CUREO (iVR) (CUREosity GmbH, Düsseldorf, Germany) vs. ARMEOSpring + therapy | ARAT, UEQ | ARAT ↑ 9.8 vs. 5.1; 84% vs. 50% achieved MCID | iVR may be equal or superior to robotic training | Immersive VR with real-time arm tracking |
| Held et al., 2017 [37] | Pilot (Home-Based VR TR) | Evaluate home-based VR telerehabilitation (N = 15) | REWIRE VR platform, 12-week balance exergames | Compliance, usability, adverse events | 71% completion; 95% TAM usability; no adverse events | Safe, feasible, effective home VR system | Gamified VR balance tasks; telerehab monitoring |
| de Castro-Cros et al., 2020 [52] | Pilot (BCI-Partially Simulated) | Evaluate gamified vs. non-gamified BCI rehabilitation (N = 16) | BCI + avatar/FES vs. BCI without gamification | Classification accuracy, user satisfaction | Accuracy similar, engagement higher with gamification | Gamification boosts engagement in BCI rehab | Avatar-based BCI with reward structure |
| Alsheikhy et al., 2025 [50] | Simulation (In silico AI Model) | Develop personalized VR stroke therapy using Bi-LSTM + Firefly | AI-driven adaptive VR system | Prediction accuracy, task success | 99.06% accuracy; 98% task success; task duration ~50 s | Strong AI potential for personalized VR | Bi-LSTM + Firefly optimization |
| Pelosi et al., 2024 [51] | Simulation (reinforcement learning) | RL-driven VR reaching-movement adaptation | Q-learning-based bubble-reaching VR system | Spatial adaptation performance | Effective adaptation across sessions; works for 2 participants | RL may support autonomous difficulty progression | Reinforcement learning for spatial cue modification |
| Zhang et al., 2025 [36] | RCT (AI–Gamified Dysphagia Rehab) | Evaluate AI-video game swallowing therapy post-stroke (N = 84) | AI-VG with lip, tongue, CTAR exercises | GUSS, SSA, FOIS, MNA-SF, SWAL-QoL, adherence | GUSS ↑ 4.02; FOIS ↑ 1.07; adherence ↑ (18 vs. 16 days) | AI-based gamified dysphagia rehab is effective | AI adaptive difficulty + gamified swallowing tasks |
| Burdea et al., 2021 [48] | Usability Study | Evaluate AI-adaptive BBG controller + BrightBrainer VR | VR games + AI controller | Error rate, completion, USE scale | Usability 6–7/7; difficulty scaling worked as intended | AI-adaptive controller is feasible and usable | Automatic difficulty adaptation |
| Chen et al., 2024 [15] | Simulation (GAN-Based) | Develop GAN-based difficulty-modulation engine for rehab games | GAN model (“Egg Catcher”) | Pearson r, training loss, variation, convergence | Pearson r = 0.74; 4.5× less variation; faster convergence | GANs promising for auto-tuning difficulty | GAN-based difficulty engine |
| Author, Year | Platform | Description | Examples of Application | Benefits | Key Insights |
|---|---|---|---|---|---|
| Rodríguez-Hernández et al., 2021 [34] | VR exposure therapy | Interactive VR therapy environment combined with conventional rehab | Upper limb function, tone, stroke recovery | Enhanced motor function and recovery | VR augments traditional therapy; high effect size (η2 = 0.633) |
| House et al., 2016 [44] | BrightArm Duo system (Bright Cloud International Corp., North Brunswick, NJ, USA) | Robotic table + VR team-based gaming | Upper-limb ROM, motivation, depression | Improved ROM, enjoyment, and compliance | Gamified teamwork model feasible in nursing homes |
| Bai et al., 2022 [42] | AI-VR rehab system | Game-based rehab guided by AI system for stroke | Motor scores, ADLs, balance | Significant gains in FMA and Barthel Index | AI-driven personalization improves recovery |
| Morone et al., 2014 [32] | Nintendo Wii Fit (Nintendo Co., Ltd., Kyoto, Japan) | Commercial gaming system adapted for stroke rehab | Balance training in subacute stroke | Superior gains in BBS and ADL vs. standard therapy | Low-cost, accessible game-based therapy works |
| Faria et al., 2024 [58] | Reh@Task | VR cognitive–motor dual-task training platform | Cognition, motor, ADLs | Better arm recovery and cognitive gains | Dual-targeted VR intervention is effective |
| Myung-Mo Lee et al., 2016 [45] | Canoe Game-based VR | Trunk postural training using a canoe-themed VR interface | Trunk stability and upper-limb motor control | Usability confirmed; improved stability and function | Novel VR settings like canoe are engaging and effective |
| Lülsdorff et al., 2023 [40] | CUREO (immersive VR) | Immersive virtual reality system for upper-limb rehab | Motor recovery, user experience | Comparable or superior to robotic therapy | iVR is clinically effective and better accepted |
| de Castro-Cros et al., 2020 [52] | Gamified BCI + FES | Brain–computer interface linked to functional electrical stimulation and gamified avatar | User satisfaction, stroke recovery | High engagement, preserved accuracy | Gamification enhances BCI-based rehab usability |
| Burdea et al., 2021 [48] | BrightBrainer BBG system | AI-adaptive game controller for home-based VR rehab | Task adaptation, usability testing | Highly usable, customizable rehab tool | AI improves user-level personalization in telerehab |
| Chen et al., 2024 [15] | GAN-based Adaptive Difficulty Planner | AI model to generate personalized rehab task difficulty levels for stroke therapy games | Adaptive game difficulty in upper-limb rehab simulations | Reduces training loss and difficulty variance; generalizes well across demographics | Automates personalization of task difficulty, enabling scalable game design |
| Zhang et al., 2025 [36] | AI-based Gamified Swallowing System | Tablet-based gamified rehab with AI-driven feedback for lips, tongue, and CTAR training | Post-stroke dysphagia therapy | Improves swallowing function, oral intake, QoL, and adherence | First AI-gamified platform targeting dysphagia with high satisfaction and effectiveness |
| Outcome | Description | Examples of Application | Representative Quantitative Outcomes | Benefits | Key Insights |
|---|---|---|---|---|---|
| Upper-Limb Motor Recovery [34,58,59] | Improvement in arm and hand function using gamified systems | VR therapy, BrightArm Duo, NeuroAlreh@b | FMA-UE + 9–11 pts (p < 0.05); η2 = 0.63; ARAT + 9.8 pts; Adherence ≥ 85% | Enhanced FMA scores, ROM, coordination, and functional independence | Gamification appears to support motor learning and adherence |
| Balance and Gait Improvement [32,35,37] | Recovery of postural control and walking through VR or robotic games | Wii Fit, Exoskeleton+ FES + VR), REWIRE | BBS + 5–8 pts; Tinetti + 6–7 pts (p < 0.05); Adherence > 80% | Improved BBS, Tinetti scores, reduced fall risk | Interactive balance games were generally well tolerated and may support balance improvement at home |
| Cognitive Engagement and Compliance [40,48,52] | Patient motivation and sustained use of VR or AI platforms | BBG System, BCI + FES, iVR | SUS > 85%; TAM 95%; USE 6–7/7 scale | High usability ratings, engagement scores, sustained task repetition | Gamified telerehab is well accepted and may reduce dropout rates |
| Swallowing Function [36] | Gamified AI-based therapy for post-stroke dysphagia rehabilitation | AI-VG exercises for lips, tongue, CTAR | GUSS + 4.0; FOIS + 1.1 (p < 0.001); Adherence ≈ 90% | Improved GUSS, FOIS, and SWAL-QOL scores; higher adherence and satisfaction | Gamified telerehab shows encouraging results for specialized domains such as dysphagia |
| Personalization and Adaptive Training [15,50] | AI-driven systems that adjust rehab tasks in real-time | GAN difficulty design, Bi-LSTM Firefly system | Accuracy 98–99%; r = 0.74 vs. real data | Better matching of task to user ability, faster progress | Generative and predictive AI tools show potential to enhance self-guided telerehab precision |
| Study Design | No. of Studies | Sample Size (Mean ± Range) | Regions Represented (with No. of Studies) |
|---|---|---|---|
| Randomized Controlled Trials (RCTs) | 9 | ≈515 participants (68 ± 35; 24–130) | Europe (4): [34,40,41,58] |
| Asia (3): [32,36,42] | |||
| Middle East (1): [46] | |||
| North America (1): [35] | |||
| Pilot Studies | 4 | ≈64 participants (16 ± 6; 10–23) | Europe (2): [45,52] |
| Asia (1): [37] | |||
| North America (1): [44] | |||
| Protocols (Registered/Ongoing) | 4 | ≈584 planned (181 ± 73; 120–262) | Asia (2): [43,54] |
| Europe (1): [57] | |||
| Multinational (1): [56] | |||
| Meta-Analysis/Systematic Review | 1 | 43 RCTs pooled (N = 1893) | Global/Multinational: [55] |
| Simulation/AI Model Studies | 3 | Not applicable (Simulated datasets) | Asia (2): [15,50] |
| Europe (1): [51] | |||
| Usability Studies | 1 | N = 2 | North America (1): [48] |
| Total | 22 studies | ≈3129 participants (clinical + simulated) | Europe (9), Asia (7), North America (3), Middle East (1), Multinational (2) |
| Outcome/Domain | No. of Studies (Designs) | Risk of Bias (1–4) | Inconsistency (1–4) | Indirectness (1–4) | Imprecision (1–4) | Publication Bias (1–4) | Mean Score | Overall Certainty (GRADE) |
|---|---|---|---|---|---|---|---|---|
| Upper-limb Motor Function | 11 (8 RCTs, 3 pilots) | 3 | 3 | 4 | 3 | 4 | 3.4 | Moderate |
| Balance and Gait | 4 RCTs | 3 | 3 | 4 | 2 | 4 | 3.2 | Moderate |
| Swallowing Function | 1 RCT | 4 | 2 | 4 | 2 | 4 | 3.2 | Low |
| Activities of Daily Living (ADLs) | 2 RCTs | 3 | 2 | 4 | 2 | 4 | 3.0 | Low |
| Cognition/Engagement | 3 (2 RCTs, 1 pilot) | 2 | 2 | 4 | 2 | 4 | 2.8 | Low |
| Usability/Adherence | 5 pilot or feasibility studies | 2 | 2 | 2 | 1 | 4 | 2.2 | Very Low |
| Quality of Life/Psychosocial Well-being | 3 RCTs | 3 | 2 | 4 | 2 | 4 | 3.0 | Low |
| Overall Summary of Evidence | 22 studies (9 RCTs, 6 pilots, 4 simulations, 3 protocols) | - | - | - | - | - | ≈3.0 | Moderate → Low overall certainty |
4. Discussion
5. Conclusions
Registration and Protocol
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
Abbreviations
| ADLs | Activities of Daily Living |
| AI | Artificial Intelligence |
| AR | Augmented Reality |
| ARAT | Action Research Arm Test |
| BBT | Box and Block Test |
| BCI | Brain–Computer Interface |
| BI | Barthel Index |
| Bi-LSTM | Bidirectional Long Short-Term Memory |
| BBG | Balance-Based Games |
| DL | Deep Learning |
| FMA | Fugl–Meyer Assessment |
| FMA-UE | Fugl–Meyer Assessment—Upper Extremity |
| FOIS | Functional Oral Intake Scale |
| GAN | Generative Adversarial Network |
| GRADE | Grading of Recommendations Assessment, Development, and Evaluation |
| GUSS | Gugging Swallowing Screen |
| HCI | Human–Computer Interaction |
| IEEE | Institute of Electrical and Electronics Engineers |
| κ | Cohen’s Kappa |
| LMICs | Low- and Middle-Income Countries |
| ML | Machine Learning |
| MS | Multiple Sclerosis |
| PRISMA | Preferred Reporting Items for Systematic Reviews and Meta-Analyses |
| PROSPERO | International Prospective Register of Systematic Reviews |
| QoL | Quality of Life |
| RCT | Randomized Controlled Trial |
| RL | Reinforcement Learning |
| RoB 2 | Risk of Bias Tool 2 |
| ROBINS-I | Risk of Bias in Non-randomized Studies of Interventions |
| SCI | Spinal Cord Injury |
| SWAL-QOL | Swallowing Quality of Life Questionnaire |
| TBI | Traumatic Brain Injury |
| VR | Virtual Reality |
| AR/VR | Augmented Reality/Virtual Reality |
| Wii Fit | Nintendo Wii Fit Balance Training System |
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| Study (Author, Year) | AI Methodology | Primary Inputs | Algorithm/Decision Logic Reported | Validation Context |
|---|---|---|---|---|
| Bai (2022) [42] | AI-adaptive VR system | Kinematics, task performance | Supervised learning-based performance monitoring used to adjust task difficulty and progression in real time; adaptation described functionally | Clinical RCT |
| Zhang (2025) [36] | AI-gamified video-game therapy | Task accuracy, session frequency | Rule-based AI system with adaptive difficulty modulation based on user performance trends across sessions | Clinical RCT |
| Burdea (2021) [48] | AI-adaptive controller | Error rate, task completion time | Automatic difficulty scaling triggered by performance thresholds; internal decision rules not explicitly specified | Usability study |
| Lutokhin (2023) [35] | Multimodal AI-assisted rehabilitation | Sensor signals, motor performance metrics | AI-supported personalization combining sensor feedback and performance metrics to modulate training intensity | Clinical RCT |
| Alsheikhy (2025) [50] | Bi-LSTM + Firefly optimization | Synthetic performance data | Bi-LSTM network predicts task performance; Firefly algorithm optimizes difficulty parameters for personalized VR therapy | Simulation-only |
| Chen (2024) [15] | GAN-based difficulty generator | Synthetic game/task data | GAN trained to generate task-difficulty levels matching real-data distributions (reported via correlation analysis) | Simulation-only |
| Pelosi (2024) [51] | Reinforcement learning (Q-learning) | Task success, spatial performance | Q-learning updates task difficulty based on reward signals derived from reaching performance | Simulation/proof-of-concept |
| de Castro-Cros (2020) [52] | Gamified BCI paradigm | BCI classification output | Decision logic compares gamified vs. non-gamified feedback; no change in classifier accuracy but increased engagement | Pilot/partially simulated |
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El-Banna, M.M.; Rizvi, M.R.; Sami, W.; Sharma, A.; Atyeh, R.R. Digital and Intelligent Rehabilitation Technologies in Stroke and Neurological Disorders: A Systematic Review of Artificial Intelligence, Virtual Reality, Gamification, and Emerging Therapeutic Platforms in Neurorehabilitation. Bioengineering 2026, 13, 195. https://doi.org/10.3390/bioengineering13020195
El-Banna MM, Rizvi MR, Sami W, Sharma A, Atyeh RR. Digital and Intelligent Rehabilitation Technologies in Stroke and Neurological Disorders: A Systematic Review of Artificial Intelligence, Virtual Reality, Gamification, and Emerging Therapeutic Platforms in Neurorehabilitation. Bioengineering. 2026; 13(2):195. https://doi.org/10.3390/bioengineering13020195
Chicago/Turabian StyleEl-Banna, Majeda M., Moattar Raza Rizvi, Waqas Sami, Ankita Sharma, and Rushdy R. Atyeh. 2026. "Digital and Intelligent Rehabilitation Technologies in Stroke and Neurological Disorders: A Systematic Review of Artificial Intelligence, Virtual Reality, Gamification, and Emerging Therapeutic Platforms in Neurorehabilitation" Bioengineering 13, no. 2: 195. https://doi.org/10.3390/bioengineering13020195
APA StyleEl-Banna, M. M., Rizvi, M. R., Sami, W., Sharma, A., & Atyeh, R. R. (2026). Digital and Intelligent Rehabilitation Technologies in Stroke and Neurological Disorders: A Systematic Review of Artificial Intelligence, Virtual Reality, Gamification, and Emerging Therapeutic Platforms in Neurorehabilitation. Bioengineering, 13(2), 195. https://doi.org/10.3390/bioengineering13020195

