Purpose of Review <p>This review aims to synthesize current evidence on the use of mobile applications (Apps) for post-stroke rehabilitation, focusing on measurable clinical outcomes related to motor, language, balance, and functional recovery.</p> Recent Findings <p>Several mobile Apps have been recently developed for post-stroke rehabilitation. Many studies show significant improvements in validated outcomes such as motor performance, speech intelligibility, and functional independence. Features like gamification, feedback, and virtual or augmented reality enhance engagement and adherence. Overall, app-based interventions appear effective and feasible both in clinical and home settings.</p> Summary <p>From databases search, we found 18 relevant studies from 782 records. We examined study design, functionalities, and reported outcomes. The selected Apps addressed upper-limb rehabilitation, gait and balance training, language recovery, neglect therapy, and physical activity promotion. Significant improvements were consistently observed across validated measures, and immersive virtual or augmented reality systems produced measurable gains in motor performance, user engagement, and quality of life. We found that most interventions were tested in chronic, home-based contexts, and only a few studies were performed in an early acute–subacute inpatient setting, and this field should be better evaluated in future studies.</p>

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Mobile Health Applications for Acute Stroke Rehabilitation: An Updated Narrative Review

  • Francesca Santoro,
  • Vincenzo Di Lazzaro,
  • Fabio Pilato

摘要

Purpose of Review

This review aims to synthesize current evidence on the use of mobile applications (Apps) for post-stroke rehabilitation, focusing on measurable clinical outcomes related to motor, language, balance, and functional recovery.

Recent Findings

Several mobile Apps have been recently developed for post-stroke rehabilitation. Many studies show significant improvements in validated outcomes such as motor performance, speech intelligibility, and functional independence. Features like gamification, feedback, and virtual or augmented reality enhance engagement and adherence. Overall, app-based interventions appear effective and feasible both in clinical and home settings.

Summary

From databases search, we found 18 relevant studies from 782 records. We examined study design, functionalities, and reported outcomes. The selected Apps addressed upper-limb rehabilitation, gait and balance training, language recovery, neglect therapy, and physical activity promotion. Significant improvements were consistently observed across validated measures, and immersive virtual or augmented reality systems produced measurable gains in motor performance, user engagement, and quality of life. We found that most interventions were tested in chronic, home-based contexts, and only a few studies were performed in an early acute–subacute inpatient setting, and this field should be better evaluated in future studies.