Weixiao Zhang
Current Organizations / Institutes
The organizations/institutes from the scholar's latest article
Research Subjects
Weixiao Zhang has a total of 4 co-authors. Here are the top co-authors by number of shared publications:
- Haojie Li
School of Athletic Performance, Shanghai University of Sport, Shanghai 200438, China
1 shared publication Shanshan Lyu
School of Physical Education, China University of Mining Technology, Xuzhou, Jiangsu Province, China
1 shared publicationShuwen Zhang
School of Physical Education, Yangzhou University, Yangzhou, Jiangsu Province, China
1 shared publication- Yi Sheng
School of Athletic Performance, Shanghai University of Sport, China
1 shared publication
Latest Publications
- Open Access
Virtual reality technology for upper and lower limb motor function, daily function, and balance in stroke patients: a meta-analysis of randomized controlled trials
Background: Stroke is a common neurological disorder that often results in motor dysfunction, significantly impairing patients’ quality of life and increasing the economic burden on healthcare systems. Virtual reality (VR) technology has emerged as an innovative approach in stroke rehabilitation. This meta-analysis aimed to comprehensively evaluate the effects of VR-based interventions on motor function, daily function, and balance in stroke patients. Methods: We systematically searched PubMed, Embase, the Cochrane Library, Web of Science, and China National Knowledge Infrastructure (CNKI) databases from inception to October 2025 for randomized controlled trials (RCTs) investigating VR technology in stroke rehabilitation. Study quality was assessed using the Cochrane Risk of Bias 2.0 tool. Data synthesis involved pooling effect sizes, conducting subgroup analyses, and assessing publication bias using Stata 17. Results: A total of 27 RCTs involving 877 stroke patients were included in the meta-analysis. VR technology demonstrated statistically significant improvements across multiple functional domains: lower limb motor function (Cohen’s d = 0.41, 95% CI [0.25–0.57], P < 0.001), upper limb motor function (Cohen’s d = 0.25, 95% CI [0.03–0.48], P = 0.03), daily function (Cohen’s d = 0.24, 95% CI [0.07–0.42], P = 0.01), and balance (Cohen’s d = 0.31, 95% CI [0.09–0.52], P < 0.001). The effects ranged from small to moderate across domains, with lower limb function showing the most substantial improvement. Sensitivity analyses confirmed the robustness of these findings, and subgroup analyses revealed that factors such as training cycle influenced treatment effects. Conclusion: VR technology demonstrates significant potential as an effective complementary intervention for improving motor function, daily function, and balance in stroke patients. The small to moderate effect sizes across domains support its integration into conventional rehabilitation protocols. Future research should focus on optimizing VR parameters, investigating different VR technology types, and evaluating long-term sustainability to further establish its efficacy in stroke rehabilitation.
Open AccessVirtual reality technology for upper and lower limb motor function, daily function, and balance in stroke patients: a meta-analysis of randomized controlled trials
Background: Stroke is a common neurological disorder that often results in motor dysfunction, significantly impairing patients’ quality of life and increasing the economic burden on healthcare systems. Virtual reality (VR) technology has emerged as an innovative approach in stroke rehabilitation. This meta-analysis aimed to comprehensively evaluate the effects of VR-based interventions on motor function, daily function, and balance in stroke patients. Methods: We systematically searched PubMed, Embase, the Cochrane Library, Web of Science, and China National Knowledge Infrastructure (CNKI) databases from inception to October 2025 for randomized controlled trials (RCTs) investigating VR technology in stroke rehabilitation. Study quality was assessed using the Cochrane Risk of Bias 2.0 tool. Data synthesis involved pooling effect sizes, conducting subgroup analyses, and assessing publication bias using Stata 17. Results: A total of 27 RCTs involving 877 stroke patients were included in the meta-analysis. VR technology demonstrated statistically significant improvements across multiple functional domains: lower limb motor function (Cohen’s d = 0.41, 95% CI [0.25–0.57], P < 0.001), upper limb motor function (Cohen’s d = 0.25, 95% CI [0.03–0.48], P = 0.03), daily function (Cohen’s d = 0.24, 95% CI [0.07–0.42], P = 0.01), and balance (Cohen’s d = 0.31, 95% CI [0.09–0.52], P < 0.001). The effects ranged from small to moderate across domains, with lower limb function showing the most substantial improvement. Sensitivity analyses confirmed the robustness of these findings, and subgroup analyses revealed that factors such as training cycle influenced treatment effects. Conclusion: VR technology demonstrates significant potential as an effective complementary intervention for improving motor function, daily function, and balance in stroke patients. The small to moderate effect sizes across domains support its integration into conventional rehabilitation protocols. Future research should focus on optimizing VR parameters, investigating different VR technology types, and evaluating long-term sustainability to further establish its efficacy in stroke rehabilitation.
- Open Access
- 28 November 2024
- Published by MDPI AG in Behavioral Sciences
- Vol. 14 (12) , 1141
A Study of the Effects of Virtual Reality-Based Sports Games on Improving Executive and Cognitive Functions in Minors with ADHD—A Meta-Analysis of Randomized Controlled Trials
(1) Background: Attention Deficit Hyperactivity Disorder (ADHD) is a common mental health condition in children that can significantly impact their quality of life. In this study, we compared the effectiveness of virtual reality (VR) technology with traditional rehabilitation training through meta-analysis, aiming to provide a basis for the clinical optimization of rehabilitation strategies. (2) Methods: The study was registered in PROSPERO, and a search was conducted using the subject terms “virtual reality” and “attention deficit hyperactivity disorder” across six databases. The search yielded 10 randomized controlled trials (RCTs) that met the inclusion criteria. The data were analyzed using a random-effects model in statistical software. (3) Results: The study found that VR exercise game technology significantly outperformed the control group in terms of both the primary outcome (executive function and cognitive function) and secondary outcomes (attention, memory, and task switching) in children under the age of 18 with ADHD (children under 18 years of age are defined as adolescents and children). Sensitivity analyses confirmed the robustness of the five outcome measures. Bias tests revealed no publication bias for the primary outcome, but some bias for the secondary outcomes, which did not affect the overall results. (4) Conclusion: VR motor games significantly improved the executive and cognitive functions of children with ADHD.
- 28 November 2024
- Published by MDPI AG in Behavioral Sciences
- Vol. 14 (12) , 1141
Open AccessA Study of the Effects of Virtual Reality-Based Sports Games on Improving Executive and Cognitive Functions in Minors with ADHD—A Meta-Analysis of Randomized Controlled Trials
(1) Background: Attention Deficit Hyperactivity Disorder (ADHD) is a common mental health condition in children that can significantly impact their quality of life. In this study, we compared the effectiveness of virtual reality (VR) technology with traditional rehabilitation training through meta-analysis, aiming to provide a basis for the clinical optimization of rehabilitation strategies. (2) Methods: The study was registered in PROSPERO, and a search was conducted using the subject terms “virtual reality” and “attention deficit hyperactivity disorder” across six databases. The search yielded 10 randomized controlled trials (RCTs) that met the inclusion criteria. The data were analyzed using a random-effects model in statistical software. (3) Results: The study found that VR exercise game technology significantly outperformed the control group in terms of both the primary outcome (executive function and cognitive function) and secondary outcomes (attention, memory, and task switching) in children under the age of 18 with ADHD (children under 18 years of age are defined as adolescents and children). Sensitivity analyses confirmed the robustness of the five outcome measures. Bias tests revealed no publication bias for the primary outcome, but some bias for the secondary outcomes, which did not affect the overall results. (4) Conclusion: VR motor games significantly improved the executive and cognitive functions of children with ADHD.