Post-Stroke Rehabilitation: A Comparative Study between Gamified Virtual Reality and Transcranial Direct Current Stimulation - (pt-BR)
12/20/24
By:
Julia Pontes Duque Estrada Regis¹, Giovanna Santos de Freitas¹, and Larissa Alves Calasans²

Stroke is the world’s second‑leading cause of death and leaves up to 80 % of survivors with persistent motor and cognitive deficits that undermine independence and quality of life. Conventional rehabilitation often fails to achieve full functional recovery, prompting interest in non‑invasive adjuvant interventions. Two of the most widely studied options are transcranial direct‑current stimulation (tDCS), which modulates cortical excitability, and gamified virtual‑reality (VR) therapy, which exploits immersive environments to boost engagement and neuroplasticity. Despite encouraging trial reports, no clear consensus exists on the relative benefits of these approaches.
This integrative review aims to (i) detail the motor and cognitive gains associated with tDCS after stroke, (ii) summarize the rehabilitation effects of gamified VR, and (iii) directly compare the effectiveness of both modalities, with special attention to neuroplastic mechanisms. Findings will inform clinicians on how best to tailor evidence‑based, cost‑effective, and patient‑centred rehabilitation strategies that accelerate functional reintegration of stroke survivors.
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