The study aimed to evaluate the transfer of learning from a virtual table tennis game to the functional activity of drinking from a glass. Considering hemispheric specialization, we also aimed to determine if there are differences between patients with left and right brain injury in terms of transfer of learning. The main result obtained was that, after training, LP improved their performance in the transfer activity when compared to the initial assessment, achieving transfer of learning from a virtual game to a functional activity, but RP did not.
Although previous studies have highlighted the influence of virtual environment fidelity on the transfer from virtual to real environments (
7), in the present study, the functional activity that was the basis for the transfer test was not the one that was trained (table tennis). This leads us to believe that there may be a transfer of learning from the real to the virtual environment for functional activities different from those trained in a virtual environment. Moreover, hemispheric specialization may have influenced this process.
Accordingly, virtual reality games can promote greater activation of the right brain hemisphere, especially in areas of somatosensory association, due to the multisensory stimulation that they provide with visuospatial feedback (
18). These findings may explain the less significant improvement in average angular velocity after VR games in RP, corroborating other results showing that virtual games may have a better effect on LP (
8).
In addition to the results already discussed, all the patients performed the table tennis virtual game worse than healthy subjects, clearly showing the influence of neurological and motor impairment on game performance. However, patient performance improved consistently, indicating a motor learning effect and activation of the central nervous system of these patients in favor of neural reorganization after training for a specific task with virtual table tennis (
19).
This may have been caused by the varied practice that the game provided, since the launching of the table tennis balls was repetitive and random. The literature shows that this type of practice may result in the individual’s performing better on the task (
20). In this respect, varied practice must be considered during motor rehabilitation, because performance during the attempts may indicate whether the patient has evolved from the cognitive stage to associative and autonomous motor learning.
Due to their brain injury, the movement of stroke patients is expected to be slow, because of space-time decoupling and abnormal muscle activation patterns, making movements more segmented and variable than in healthy individuals (
21). The process of learning transfer between motor skills is important for the therapist during clinical practice (
7), since it promotes an increase in the number of functional activities that can be performed at home and in the social life of patients (
22). In addition, when rehabilitation involves the transfer of learning, it is able to integrate the “Activity” and “Participation” domains of the International Classification of Functionality, Disability and Health (ICF) (
22). The ICF-based clinical practice must include promoting an individual’s activity within ecological contexts integrating perception and action, and promoting a focus on the performer, task and environment (
23).
The main limitation of the study was the short training time, which did not characterize the long-term effects of the learning transfer process. Future prospective studies should analyze the motor response of stroke patients submitted to a virtual reality protocol with longer training time and determine the long-term retention of motor skills, in order to better support clinical practices and taking into account the brain injury side.
5.1. Conclusion
According to our analysis, patients with right brain injury (left hemiparesis) improved shoulder and elbow angular velocity in the drinking from a glass task after training with a virtual table tennis game. However, patients with left brain injury (right hemiparesis) did not achieve this outcome. The results suggest that the virtual game has clinical potential in the motor learning transfer process to a functional activity in the real world, mainly for patients with right brain injury.