Topic Editors

HEI-Lab, University LusĂłfona, Campo Grande, 376, 1749-024 Lisbon, Portugal
1. The School of Psychology and Life Sciences (EPCV), Lusophone University of Humanities and Technologies (ULHT), 1749-024 Lisboa, Portugal
2. HEI-Lab, Lusophone University of Humanities and Technologies (ULHT), 1749-024 Lisboa, Portugal

Applications of Virtual Reality Technology in Rehabilitation—2nd Edition

Abstract submission deadline
30 September 2026
Manuscript submission deadline
30 November 2026
Viewed by
2986

Topic Information

Dear Colleagues,

The democratization of virtual reality use has led to an increase in available virtual reality applications for cognitive training and rehabilitation. Despite this increase, the operating mechanisms underlying the effects in virtual rehabilitation are still not completely understood. Most systematic reviews and meta-analyses in the field highlight the need for conducting high-quality research that allows us to fully understand the working mechanisms of virtual rehabilitation and how intervention effects are sustained over time.

Therefore, this Topic seeks to explore the active elements of virtual reality technology in cognitive training and rehabilitation in terms of intervention features relative to the use of game elements, the presence of virtual humans and avatars, intensive or distributed practices of cognitive training, or whether the automatization of routines by relying on machine learning methods from artificial intelligence contributes to the efficiency of the rehabilitation procedure.

This Topic is open to innovative studies that explore both the use of new technologies for cognitive training and rehabilitation, as well as studies seeking to contribute to the discovery of operating mechanisms of virtual rehabilitation for promoting cognitive adjustments for people with acquired brain injuries or at risk of developing cognitive impairments.

Dr. Jorge Oliveira
Prof. Dr. Pedro Gamito
Topic Editors

Keywords

  • virtual reality
  • cognitive training
  • cognitive rehabilitation
  • virtual rehabilitation
  • artificial intelligence
  • machine learning
  • serious games
  • acquired brain injuries
  • dementia

Participating Journals

Journal Name Impact Factor CiteScore Launched Year First Decision (median) APC
Brain Sciences
brainsci
3.4 6.0 2011 16.8 Days CHF 2400 Submit
Healthcare
healthcare
3.4 5.5 2013 21.5 Days CHF 2700 Submit
Information
information
4.3 8.2 2010 18.7 Days CHF 1800 Submit
Journal of Clinical Medicine
jcm
3.3 5.2 2012 16.6 Days CHF 2600 Submit
NeuroSci
neurosci
1.9 - 2020 24.1 Days CHF 1200 Submit
Reports
reports
0.5 - 2018 23.2 Days CHF 1400 Submit

Preprints.org is a multidisciplinary platform offering a preprint service designed to facilitate the early sharing of your research. It supports and empowers your research journey from the very beginning.

MDPI Topics is collaborating with Preprints.org and has established a direct connection between MDPI journals and the platform. Authors are encouraged to take advantage of this opportunity by posting their preprints at Preprints.org prior to publication:

  1. Share your research immediately: disseminate your ideas prior to publication and establish priority for your work.
  2. Safeguard your intellectual contribution: Protect your ideas with a time-stamped preprint that serves as proof of your research timeline.
  3. Boost visibility and impact: Increase the reach and influence of your research by making it accessible to a global audience.
  4. Gain early feedback: Receive valuable input and insights from peers before submitting to a journal.
  5. Ensure broad indexing: Web of Science (Preprint Citation Index), Google Scholar, Crossref, SHARE, PrePubMed, Scilit and Europe PMC.

Published Papers (2 papers)

Order results
Result details
Journals
Select all
Export citation of selected articles as:
21 pages, 7920 KB  
Article
Neuro-Exergaming for College Students with Symptoms of Attention Deficit Hyperactivity Disorder (ADHD): Cognitive Benefits of an Acute Bout of Pedal-n-Play Interactive Physical and Cognitive Exercise
by Clara R. LaCorte, Mya C. Delesdernier and Cay Anderson-Hanley
NeuroSci 2026, 7(4), 76; https://doi.org/10.3390/neurosci7040076 - 1 Jul 2026
Viewed by 276
Abstract
This study investigated whether neuro-exergaming with an interactive physical and cognitive exercise system (iPACES), might alleviate symptoms in college students with symptoms of Attention Deficit Hyperactivity Disorder (sxADHD). It was hypothesized that challenges with attention and executive function, often experienced by those with [...] Read more.
This study investigated whether neuro-exergaming with an interactive physical and cognitive exercise system (iPACES), might alleviate symptoms in college students with symptoms of Attention Deficit Hyperactivity Disorder (sxADHD). It was hypothesized that challenges with attention and executive function, often experienced by those with sxADHD, would improve after an acute bout of pedal-n-play exercise. College students (n = 33; 18 with sxADHD) participated in a 20 min single bout of exercise, pedaling along a virtual pathway (tour), while steering the tablet. Mental exercise included a working memory (focus) task to steer toward assigned locations along the path. An exploratory experimental condition was also embedded in the basic pre/post design, wherein half of the students were randomly assigned collectibles (coins) in the pathway. Cognition was assessed (e.g., paper and digital Stroop, Trails, Digit Span) before and after the acute bout of exercise. Paired t-tests revealed significant improvements in executive function on both paper and electronic Stroop tasks for those with sxADHD, while significant change was also seen on Trails and Digit Span for normative students. Surprisingly, those with sxADHD, assigned to the experimental “multi-tasking” collectible (coin) challenge, performed significantly better on tests of executive functioning than normative peers, who improved more without coins. It is hypothesized that the collectible challenge provided additional mental stimulation or reward needed to increase attentional focus for those with sxADHD, leading to improved performance, post-exercise. While the findings of this study are preliminary, additional research can further explore possible designs for combined, interactive mental and physical exercise challenges, as well as further possible synergistic or differential neural activation, in order to maximize outcomes from the same amount of time exercising. Additionally, future research could examine longer-term use of neuro-exergaming, through a clinical trial, as an alternative to, or in conjunction with, medication for sxADHD treatment and symptom relief. Full article
Show Figures

Figure 1

13 pages, 1664 KB  
Article
Visuo–Vestibular Virtual Reality-Based Training for People with Stroke: A Feasibility Study
by Jacopo Piermaria, Diego Piatti, Sara De Angelis, Gianluca Paolocci, Matteo Marucci, Roberta Annicchiarico, Viviana Betti, Susan L. Whitney and Marco Tramontano
Healthcare 2026, 14(5), 625; https://doi.org/10.3390/healthcare14050625 - 2 Mar 2026
Viewed by 789
Abstract
Background/Objectives: Stroke frequently leads to balance deficits. Vestibular physical therapy (VPT) may enhance postural control through neuroplastic mechanisms. Virtual reality (VR) can provide ecologically valid environments for rehabilitation, increasing patient engagement. Methods: In this randomized feasibility study, nine individuals with chronic [...] Read more.
Background/Objectives: Stroke frequently leads to balance deficits. Vestibular physical therapy (VPT) may enhance postural control through neuroplastic mechanisms. Virtual reality (VR) can provide ecologically valid environments for rehabilitation, increasing patient engagement. Methods: In this randomized feasibility study, nine individuals with chronic stroke were randomized to either a Real visuo–vestibular rehabilitation group (n = 6) or a Sham VR group (n = 3) to explore the feasibility of the protocol and randomization procedures rather than to compare clinical efficacy. Both groups were trained in immersive VR environments for 12 sessions. The Real group experienced visuo–vestibular stimuli requiring sensorimotor integration; the Sham group trained in the same environments without such stimuli. Feasibility was assessed through attendance, participation (Pittsburgh Rehabilitation Participation Scale, PRPS), and user satisfaction (USEQ). Safety and acceptability were monitored through adverse event reporting. Secondary exploratory outcomes included measures of balance—the Mini Balance Evaluation Systems Test (MiniBESTest), the Berg Balance Scale (BBS), and the Performance-Oriented Mobility Assessment (POMA)—as well as functional independence (Barthel Index), health-related quality of life (Stroke-Specific Quality of Life Scale, SSQoL), and a set of spatiotemporal and gait quality parameters derived from inertial measurement unit (IMU) data collected during the 10-Meter Walk Test and the Figure of 8 Walk Test. Results: All participants completed the protocol without adverse events. Participation, as measured by the PRPS, remained consistently high across sessions (mean ≥5.7/6), while USEQ scores indicated excellent user satisfaction (mean ≥28/30). Exploratory analyses revealed improvements in MiniBESTest and BBS scores for the Real group. Instrumental measures derived from IMUs demonstrated improvements across groups. Conclusions: Exploratory outcomes suggested positive trends in balance improvements, and the integration of clinical scales with wearable sensors proved feasible and informative. Full article
Show Figures

Figure 1

Back to TopTop