• 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
  • Record number

    2615306