Virtual reality gaming in rehabilitation after stroke - user experiences and perceptions.

Disabil Rehabil

Department of Clinical Neuroscience, Institute of Neuroscience and Physiology, Sahlgrenska Academy, University of Gothenburg, Gothenburg, Sweden.

Published: November 2022

Purpose: The present study explored participants' experiences with and perceptions of using fully immersive head-mounted virtual reality (VR) gaming as rehabilitation after stroke.

Methods: Four men and three women (median age 64 years) with chronic stroke and varying motor impairment (mild to severe) were interviewed after 10 weeks of VR training on the commercial HTC Vive system, focusing on the upper extremities. Inductive qualitative thematic analysis was performed.

Results: The analysis revealed three main themes: playing the game, benefits and effects, and personalizing the game. Playing the game encompasses both the feeling of being immersed in the game and descriptions of the gaming being motivating and fun. Benefits and effects describe the participants' expectations of potential benefits, the importance of getting feed-back, and the impact in daily life. Personalizing the game includes finding the right game and level, and the participants' need for support to achieve full use of the training.

Conclusions: Participants with chronic stroke described the fully immersive VR gaming intervention as a fun and motivating way to improve their functioning in everyday life. Qualitative studies are needed to explore how people with stroke perceive VR gaming when it is implemented in real clinical environments.Clinical implicationsVR gaming was perceived as a positive and motivating rehabilitation after stroke.Getting feedback and perceiving benefits are essential parts of VR rehabilitation.Commercial fully immersive VR-games might be an option for stroke rehabilitation when the game can be personalized and support is available.

Download full-text PDF

Source
http://dx.doi.org/10.1080/09638288.2021.1972351DOI Listing

Publication Analysis

Top Keywords

fully immersive
12
virtual reality
8
reality gaming
8
gaming rehabilitation
8
experiences perceptions
8
chronic stroke
8
playing game
8
benefits effects
8
personalizing game
8
game
7

Similar Publications

MolecularWebXR is a new web-based platform for education, science communication and scientific peer discussion in chemistry and biology, based on modern web-based Virtual Reality (VR) and Augmented Reality (AR). With no installs as it is all web-served, MolecularWebXR enables multiple users to simultaneously explore, communicate and discuss concepts about chemistry and biology in immersive 3D environments, by manipulating and passing around objects with their bare hands and pointing at different elements with natural hand gestures. Users may either be present in the same physical space or distributed around the world, in the latter case talking naturally with each other thanks to built-in audio.

View Article and Find Full Text PDF

[From imaging to interaction with 3D models: technical aspects].

Chirurgie (Heidelb)

December 2024

Technologiezentrum Informatik und Informationstechnik (TZI), Universität Bremen, Bremen, Deutschland.

Augmented and virtual reality (AR and VR, respectively) are already being used or evaluated in some medical fields: however, the widespread application is still hampered by inconsistent and often confusing terminology, in particular for people who are not familiar with current developments. Additionally, the technical principles and requirements for its use are often insufficiently well known. This overview article therefore aims to clarify the most important terminology and presents the current technical state of the art, spanning from the requirements of medical imaging, through 3D models and the various forms of visualization to the interaction possibilities within VR and AR.

View Article and Find Full Text PDF

Introduction: Early detection of cognitive impairment enables interventions to slow cognitive decline. Existing neuropsychological paper-and-pencil tests may not adequately assess cognition in real-life environments. A fully-immersive and automated virtual reality (VR) system-Cognitive Assessment using VIrtual REality (CAVIRE)-was developed to assess all six cognitive domains.

View Article and Find Full Text PDF

Background: Mild cognitive impairment (MCI) is a prodromal stage of dementia. There is no specific medication to slow the progression of MCI. Recent studies have confirmed the positive effects of virtual reality (VR).

View Article and Find Full Text PDF

Introduction: Excessive social media use, though considered unhealthy, is no longer formally categorized as an addiction or disorder, leading to a lack of consensus on this behavior. It raises concerns regarding the exclusion of Internet Addiction Disorder from the DSM-5-TR due to insufficient empirical evidence. This study investigates the serial mediating effects of positive and negative affect, fear of missing out, and offline and online self-presentation in the relationship between social media use and social media addiction.

View Article and Find Full Text PDF

Want AI Summaries of new PubMed Abstracts delivered to your In-box?

Enter search terms and have AI summaries delivered each week - change queries or unsubscribe any time!