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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 elem...

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Autores principales: Pallesen, Hanne, Andersen, Mette Brændstrup, Hansen, Gunhild Mo, Lundquist, Camilla Biering, Brunner, Iris
Formato: Online Artículo Texto
Lenguaje:English
Publicado: Hindawi 2018
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC5822914/
https://www.ncbi.nlm.nih.gov/pubmed/29593910
http://dx.doi.org/10.1155/2018/4318678
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author Pallesen, Hanne
Andersen, Mette Brændstrup
Hansen, Gunhild Mo
Lundquist, Camilla Biering
Brunner, Iris
author_facet Pallesen, Hanne
Andersen, Mette Brændstrup
Hansen, Gunhild Mo
Lundquist, Camilla Biering
Brunner, Iris
author_sort Pallesen, Hanne
collection PubMed
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.
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spelling pubmed-58229142018-03-28 Patients' and Health Professionals' Experiences of Using Virtual Reality Technology for Upper Limb Training after Stroke: A Qualitative Substudy Pallesen, Hanne Andersen, Mette Brændstrup Hansen, Gunhild Mo Lundquist, Camilla Biering Brunner, Iris Rehabil Res Pract Research Article 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. Hindawi 2018-02-08 /pmc/articles/PMC5822914/ /pubmed/29593910 http://dx.doi.org/10.1155/2018/4318678 Text en Copyright © 2018 Hanne Pallesen et al. https://creativecommons.org/licenses/by/4.0/ This is an open access article distributed under the Creative Commons Attribution License, which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited.
spellingShingle Research Article
Pallesen, Hanne
Andersen, Mette Brændstrup
Hansen, Gunhild Mo
Lundquist, Camilla Biering
Brunner, Iris
Patients' and Health Professionals' Experiences of Using Virtual Reality Technology for Upper Limb Training after Stroke: A Qualitative Substudy
title 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_short 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
topic Research Article
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC5822914/
https://www.ncbi.nlm.nih.gov/pubmed/29593910
http://dx.doi.org/10.1155/2018/4318678
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