Jun. 2017
VirtualRehab 4.0 builds upon its success of gamifying neurorehabilitation for patients around the world

VirtualRehab 4.0 builds upon its success of gamifying neurorehabilitation for patients around the world


VirtualRehab, the clinically validated and CE certified rehabilitation platform that has been used by thousands of patients globally, has launched an all new version that includes an important number of new features.

Launched by Virtualware to the fast-growing rehabilitation products market in 2012, VirtualRehab aims to assist clinicians in the complex process or neurorehabilitation for patients suffering from different types of neurological conditions including Stroke, Alzheimer’s, Multiple Sclerosis, Parkinson’s, Traumatic Brian Injuries as well as being used for geriatrics fitness training.

As part of its aim to provide a low-cost solution that could be used both in rehabilitation centres as well as in patient’s own homes, Virtualware first began using the Microsoft Kinect sensor for upper and lower limb gross motor movement tracking and later was the first company to commercially introduce the Leap Motion sensor for fine motor skills training of the hands.

VirtualRehab provides therapists with a way of customising a variety of videogame-like activities to match the specific needs of each patient, including for those in wheelchairs. Therapists can then monitor the patients’ outcomes and tweek their therapies accordingly. The telerehabilitation feature of VirtualRehab allows neurorehabilitation patients to continue to perform high-repetition therapeutic movements that are vital to improving quality of life in the comfort of their own homes, always under the watchful eye of a trained therapist.

What’s New in VirtualRehab

The product includes a new Assessment module, designed to objectively assist the specialist in the evaluating the Range of Motion (ROM) of each patient, thereby setting the baseline for the configuration of the various activities to be done as well as to evaluate patient progress during after treatment.

An Exercise module has also been added incorporating a virtual therapy assistant to guide patients through a series of stretching and strengthening exercises for both upper and lower extremities geared towards neurorehabilitation patients. The module not only measures the number of repetitions of the movements made but also the quality of movement, advising the patient when the movement hasn’t been done correctly.

The original Exergame module continues to grow and improve, with many new games being added including ones aimed at fall prevention. All the exergames work a variety of motor functions including reach, balance, coordination, sit-to-stand, squatting, crouching, flexion-extension of the knees and shoulder, etc.

More gamification has also been added to make VirtualRehab even more engaging in order to assure patient compliance to their rehabilitation sessions.

David Fried, Director of Business and Product Development of VirtualRehab, points out “_This is probably our most important update up to now. VirtualRehab is now a much more complete product that provides therapists with an assessment tool and a large number of exergames and exercises that will provide aid in the therapy process for patients when training both fine and gross motor skills.”

He continues “We work with a select group of neurologists, physicians, physiotherapists, occupational therapists, researchers and patients in various countries to continuously develop VirtualRehab. Their invaluable insight into the rehabilitation process from both sides of the spectrum and testing of the product means we can effectively continue to build a product that will continue to be an important part of rehabilitation for many people around the world. Our roadmap for VirtualRehab is very ambitious and includes pioneering elements which we look forward to rolling out in the near future. ”

Currently VirtualRehab is being sold in more than 15 countries and has been translated to 6 different languages.

To date, patients have participated in more than 23,000 game sessions and over 2,200 hours of VirtualRehab therapy.

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