Title of article
Patients’ and Health Professionals’ Experiences of Using Virtual Reality Technology for Upper Limb Training after Stroke: A Qualitative Substudy
Author/Authors
Brunner, Iris Hammel Neurorehabilitation Centre and University Research Clinic - RM - University of Aarhus - Aarhus, Denmark , Pallesen , Hanne Hammel Neurorehabilitation Centre and University Research Clinic - RM - University of Aarhus - Aarhus, Denmark , Andersen, Mette Brændstrup Hammel Neurorehabilitation Centre and University Research Clinic - RM - University of Aarhus - Aarhus, Denmark , Hansen, Gunhild Mo Hammel Neurorehabilitation Centre and University Research Clinic - RM - University of Aarhus - Aarhus, Denmark , Lundquist, Camilla Biering Hammel Neurorehabilitation Centre and University Research Clinic - RM - University of Aarhus - Aarhus, Denmark
Pages
12
From page
1
To page
12
Abstract
In recent years, virtual reality (VR) therapy systems for upper limb training after stroke have been increasingly used
in clinical practice. Therapy systems employing VR technology can enhance the intensity of training and can also boost patients’
motivation by adding a playful element to therapy. However, reports on user experiences are still scarce. Methods. A qualitative
investigation of patients’ and therapists’ perspectives on VR upper limb training. Semistructured face-to-face interviews were
conducted with six patients in the final week of the VR intervention. Therapists participated in two focus group interviews after the
completion of the intervention. The interviews were analyzed from a phenomenological perspective emphasizing the participants’
perceptions and interpretations. Results. Five key themes were identified from the patients’ perspectives: (i) motivational factors, (ii)
engagement, (iii) perceived improvements, (iv) individualization, and (v) device malfunction. The health professionals described
the same themes as the patients but less positively, emphasizing negative technical challenges. Conclusion. Patients and therapists
mainly valued the intensive and motivational character of VR training. The playful nature of the training appeared to have a
significant influence on the patients’ moods and engagement and seemed to promote a “gung-ho” spirit, so they felt that they
could perform more repetitions.
Keywords
Patients’ and Health Professionals’ Experiences , Virtual Reality Technology , Upper Limb Training , Stroke , A Qualitative Substudy , virtual reality (VR)
Journal title
Rehabilitation Research and Practice
Serial Year
2018
Full Text URL
Record number
2615306
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