<mods:mods xmlns:mods="http://www.loc.gov/mods/v3" xmlns:xlink="http://www.w3.org/1999/xlink" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:schemaLocation="http://www.loc.gov/mods/v3 http://www.loc.gov/standards/mods/v3/mods-3-8.xsd"><mods:titleInfo><mods:title>Application of Virtual Reality in Post-stroke Rehabilitation</mods:title></mods:titleInfo><mods:typeOfResource authority="primo">text_resources</mods:typeOfResource><mods:abstract>Title&#13;
Application of Virtual Reality in Post-Stroke Rehabilitation&#13;
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Introduction&#13;
Stroke is a medical condition of major public health relevance, closely associated with highly prevalent chronic degenerative diseases, and represents one of the leading causes of death and disability worldwide. Consequently, the integration of virtual reality (VR) into rehabilitation has emerged as a promising therapeutic strategy for stroke-related disability, owing to its practicality, continuous technological development, and demonstrated effectiveness.&#13;
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Objectives&#13;
To collect, analyze, synthesize, and disseminate the results obtained from the application of VR in the rehabilitation of patients with disability secondary to stroke.&#13;
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Materials and Methods&#13;
A literature review was conducted using English and Spanish sources, including randomized clinical trials, systematic reviews, and meta-analyses published after 2020.&#13;
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Discussion&#13;
The studies reviewed demonstrate that VR contributes to improvements in upper and lower limb motor function, balance, gait, cognition, and patient motivation, both in acute and chronic stages. The most consistent effects were observed in upper limb rehabilitation, with significant improvements in motor function compared with conventional therapy. Regarding balance and gait, improvements were identified in gait speed, dynamic balance, and ambulation capacity, even under dual-task conditions, suggesting a potential effect on neuroplasticity and sensorimotor integration. In cognitive rehabilitation, notable benefits were observed in memory, executive function, and visuospatial orientation.&#13;
Immersive systems also promoted increased motivation and adherence, offering an additional advantage over traditional therapeutic approaches.&#13;
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Conclusions&#13;
Current evidence supports the use of VR as an effective complementary tool in post-stroke rehabilitation, particularly for enhancing upper limb motor function, balance, and gait. It fosters greater adherence and patient motivation—key elements for successful rehabilitation outcomes. Although further studies with standardized protocols and long-term follow-up are required to strengthen its routine therapeutic use, its clinical implementation appears promising, especially in home-based settings and during chronic phases of recovery.</mods:abstract><mods:name><mods:namePart>Rangel Sánchez Jorge</mods:namePart><mods:role><mods:roleTerm authority="marcrelator" authorityURI="http://id.loc.gov/vocabulary/relators" valueURI="http://id.loc.gov/vocabulary/relators/aut">Author</mods:roleTerm></mods:role></mods:name><mods:originInfo><mods:dateCreated>2025</mods:dateCreated></mods:originInfo><mods:subject authority="local"><mods:topic>Rehabilitation</mods:topic></mods:subject><mods:subject authority="local"><mods:topic>virtual reality</mods:topic></mods:subject><mods:subject authority="local"><mods:topic>Stroke</mods:topic></mods:subject><mods:genre>posters</mods:genre><mods:accessCondition type="use and reproduction">All rights reserved</mods:accessCondition><mods:accessCondition type="rights statement" xlink:href="http://rightsstatements.org/vocab/InC/1.0/">In Copyright</mods:accessCondition><mods:accessCondition type="restriction on access">All Rights Reserved</mods:accessCondition><mods:identifier type="doi">10.26300/16v0-tp56</mods:identifier></mods:mods>