Patients’ and Health Professionals’ Experiences of Using Virtual Reality Technology for Upper Limb Training after Stroke: A Qualitative Substudy
Background. 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 t...
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2018-01-01
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Series: | Rehabilitation Research and Practice |
Online Access: | http://dx.doi.org/10.1155/2018/4318678 |
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doaj-9d25bd63a0534379b04ba92ae9185bae2020-11-24T22:08:04ZengHindawi LimitedRehabilitation Research and Practice2090-28672090-28752018-01-01201810.1155/2018/43186784318678Patients’ and Health Professionals’ Experiences of Using Virtual Reality Technology for Upper Limb Training after Stroke: A Qualitative SubstudyHanne Pallesen0Mette Brændstrup Andersen1Gunhild Mo Hansen2Camilla Biering Lundquist3Iris Brunner4Hammel Neurorehabilitation Centre and University Research Clinic, RM, University of Aarhus, Aarhus, DenmarkHammel Neurorehabilitation Centre and University Research Clinic, RM, University of Aarhus, Aarhus, DenmarkHammel Neurorehabilitation Centre and University Research Clinic, RM, University of Aarhus, Aarhus, DenmarkHammel Neurorehabilitation Centre and University Research Clinic, RM, University of Aarhus, Aarhus, DenmarkHammel Neurorehabilitation Centre and University Research Clinic, RM, University of Aarhus, Aarhus, DenmarkBackground. 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.http://dx.doi.org/10.1155/2018/4318678 |
collection |
DOAJ |
language |
English |
format |
Article |
sources |
DOAJ |
author |
Hanne Pallesen Mette Brændstrup Andersen Gunhild Mo Hansen Camilla Biering Lundquist Iris Brunner |
spellingShingle |
Hanne Pallesen Mette Brændstrup Andersen Gunhild Mo Hansen Camilla Biering Lundquist Iris Brunner Patients’ and Health Professionals’ Experiences of Using Virtual Reality Technology for Upper Limb Training after Stroke: A Qualitative Substudy Rehabilitation Research and Practice |
author_facet |
Hanne Pallesen Mette Brændstrup Andersen Gunhild Mo Hansen Camilla Biering Lundquist Iris Brunner |
author_sort |
Hanne Pallesen |
title |
Patients’ and Health Professionals’ Experiences of Using Virtual Reality Technology for Upper Limb Training after Stroke: A Qualitative Substudy |
title_short |
Patients’ and Health Professionals’ Experiences of Using Virtual Reality Technology for Upper Limb Training after Stroke: A Qualitative Substudy |
title_full |
Patients’ and Health Professionals’ Experiences of Using Virtual Reality Technology for Upper Limb Training after Stroke: A Qualitative Substudy |
title_fullStr |
Patients’ and Health Professionals’ Experiences of Using Virtual Reality Technology for Upper Limb Training after Stroke: A Qualitative Substudy |
title_full_unstemmed |
Patients’ and Health Professionals’ Experiences of Using Virtual Reality Technology for Upper Limb Training after Stroke: A Qualitative Substudy |
title_sort |
patients’ and health professionals’ experiences of using virtual reality technology for upper limb training after stroke: a qualitative substudy |
publisher |
Hindawi Limited |
series |
Rehabilitation Research and Practice |
issn |
2090-2867 2090-2875 |
publishDate |
2018-01-01 |
description |
Background. 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. |
url |
http://dx.doi.org/10.1155/2018/4318678 |
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