Consumer virtual reality systems are becoming increasingly popular with the increasing availability of devices and gamified technologies. Self-sustained injury risks exist with the use of this technology in the uncontrolled home environment, however, the public awareness of these risks may not be recognised. We present a case of a low- impact virtual reality fall resulting in spinal cord injury, hypoglossal nerve injury, vertebral artery dissection and traumatic brain injury.

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http://www.ncbi.nlm.nih.gov/pmc/articles/PMC8513217PMC
http://dx.doi.org/10.1136/bcr-2021-243424DOI Listing

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