Perceptions of Patients With Stroke Regarding an Immersive Virtual Reality–Based Exercise System for Upper Limb Rehabilitation: Questionnaire and Interview Study (Preprint)
Preprint
Stroke
DOI:
10.2196/preprints.49847
Publication Date:
2025-01-01T16:45:27Z
AUTHORS (5)
ABSTRACT
<sec> <title>BACKGROUND</title> With substantial resources allocated to develop virtual reality (VR)–based rehabilitation exercise programs for poststroke motor rehabilitation, it is important understand how patients with stroke perceive these technology-driven approaches, as their perceptions can determine acceptance and adherence. </sec> <title>OBJECTIVE</title> This study aimed examine the of regarding an immersive VR-based system developed deliver shoulder, elbow, forearm, wrist, reaching exercises. <title>METHODS</title> A questionnaire was used assess 21 inpatients who had experienced (mean time from onset: 37.2, SD 25.9 days; Brunnstrom stage recovery arm: 3-5) perceived usefulness of, ease use attitude toward, intrinsic motivation for, intention system. The measurement items were rated on a 7-point Likert scale ranging 1 (very strongly disagree) 7 agree), higher values indicating more positive perceptions. Descriptive statistics summarize responses. Moreover, we conducted semistructured interviews that audio recorded, transcribed, subjected content analysis identify thematic patterns. <title>RESULTS</title> results revealed patients’ ratings &gt;6). 6 themes 73 statements about system: use, usefulness, enjoyment, motivation, accessibility, game design. Conversely, 15 reflected negative perceptions, which clustered into 3 themes: difficulty in handling VR devices, uncomfortable experiences when using monotony. <title>CONCLUSIONS</title> Integrating technology functional exercises holds significant promise based patient interests. However, preferences adaptability must be considered promote technology’s success. VR-guided should user-friendly, health-promoting, engaging, well-designed. Furthermore, addressing challenges, such bulkiness, motion sickness, discomfort, monotony, crucial widespread adoption diffusion this technology.
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