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The State of Behavior Change Techniques in Virtual Reality Rehabilitation of Neurologic Populations

Background: Neurologic rehabilitation aims to restore function, address barriers to activity, and improve quality of life in those with injury to the nervous system. Virtual reality (VR) has emerged as a useful tool to enhance neurorehabilitation interventions and outcomes. However, the manner in wh...

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Autores principales: Felsberg, Danielle T., Maher, Jaclyn P., Rhea, Christopher K.
Formato: Online Artículo Texto
Lenguaje:English
Publicado: Frontiers Media S.A. 2019
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC6518969/
https://www.ncbi.nlm.nih.gov/pubmed/31139106
http://dx.doi.org/10.3389/fpsyg.2019.00979
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author Felsberg, Danielle T.
Maher, Jaclyn P.
Rhea, Christopher K.
author_facet Felsberg, Danielle T.
Maher, Jaclyn P.
Rhea, Christopher K.
author_sort Felsberg, Danielle T.
collection PubMed
description Background: Neurologic rehabilitation aims to restore function, address barriers to activity, and improve quality of life in those with injury to the nervous system. Virtual reality (VR) has emerged as a useful tool to enhance neurorehabilitation interventions and outcomes. However, the manner in which VR-based neurorehabilitation has been manipulated to optimize outcomes using theory-based frameworks has not been documented. Behavior Change Techniques (BCTs) are described as the smallest active ingredient in an intervention aimed to change behavior via theoretically-proposed pathways. The purpose of this review was to investigate the ways VR is being used in neurorehabilitation to improve upright mobility, and systematically code those VR interventions for active BCTs. Methods: Keyword searches were performed using database searches of PubMed, SPORTDiscus, and psycINFO. The search yielded 32 studies for inclusion. Coding for BCTs was conducted using the Behavior Change Techniques Taxonomy v1 (BCTTv1). Results: Behavioral Practice, Graded Tasks, Biofeedback, and Explicit Feedback were the most commonly used BCTs. All studies reported improvements in motor performance outcomes. However, none of the studies investigated the efficacy of each component of their VR intervention making it difficult to point to the most effective components of VR interventions overall. Conclusions: This review suggests that investigation into the specific components of VR interventions, along with purposeful implementation and reporting of BCTs will help improve understanding of the efficacy of VR as a neurorehabilitation tool. Future research could benefit from incorporating BCTs into the design process of VR interventions to produce optimal rehabilitation potential.
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spelling pubmed-65189692019-05-28 The State of Behavior Change Techniques in Virtual Reality Rehabilitation of Neurologic Populations Felsberg, Danielle T. Maher, Jaclyn P. Rhea, Christopher K. Front Psychol Psychology Background: Neurologic rehabilitation aims to restore function, address barriers to activity, and improve quality of life in those with injury to the nervous system. Virtual reality (VR) has emerged as a useful tool to enhance neurorehabilitation interventions and outcomes. However, the manner in which VR-based neurorehabilitation has been manipulated to optimize outcomes using theory-based frameworks has not been documented. Behavior Change Techniques (BCTs) are described as the smallest active ingredient in an intervention aimed to change behavior via theoretically-proposed pathways. The purpose of this review was to investigate the ways VR is being used in neurorehabilitation to improve upright mobility, and systematically code those VR interventions for active BCTs. Methods: Keyword searches were performed using database searches of PubMed, SPORTDiscus, and psycINFO. The search yielded 32 studies for inclusion. Coding for BCTs was conducted using the Behavior Change Techniques Taxonomy v1 (BCTTv1). Results: Behavioral Practice, Graded Tasks, Biofeedback, and Explicit Feedback were the most commonly used BCTs. All studies reported improvements in motor performance outcomes. However, none of the studies investigated the efficacy of each component of their VR intervention making it difficult to point to the most effective components of VR interventions overall. Conclusions: This review suggests that investigation into the specific components of VR interventions, along with purposeful implementation and reporting of BCTs will help improve understanding of the efficacy of VR as a neurorehabilitation tool. Future research could benefit from incorporating BCTs into the design process of VR interventions to produce optimal rehabilitation potential. Frontiers Media S.A. 2019-05-08 /pmc/articles/PMC6518969/ /pubmed/31139106 http://dx.doi.org/10.3389/fpsyg.2019.00979 Text en Copyright © 2019 Felsberg, Maher and Rhea. http://creativecommons.org/licenses/by/4.0/ This is an open-access article distributed under the terms of the Creative Commons Attribution License (CC BY). The use, distribution or reproduction in other forums is permitted, provided the original author(s) and the copyright owner(s) are credited and that the original publication in this journal is cited, in accordance with accepted academic practice. No use, distribution or reproduction is permitted which does not comply with these terms.
spellingShingle Psychology
Felsberg, Danielle T.
Maher, Jaclyn P.
Rhea, Christopher K.
The State of Behavior Change Techniques in Virtual Reality Rehabilitation of Neurologic Populations
title The State of Behavior Change Techniques in Virtual Reality Rehabilitation of Neurologic Populations
title_full The State of Behavior Change Techniques in Virtual Reality Rehabilitation of Neurologic Populations
title_fullStr The State of Behavior Change Techniques in Virtual Reality Rehabilitation of Neurologic Populations
title_full_unstemmed The State of Behavior Change Techniques in Virtual Reality Rehabilitation of Neurologic Populations
title_short The State of Behavior Change Techniques in Virtual Reality Rehabilitation of Neurologic Populations
title_sort state of behavior change techniques in virtual reality rehabilitation of neurologic populations
topic Psychology
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC6518969/
https://www.ncbi.nlm.nih.gov/pubmed/31139106
http://dx.doi.org/10.3389/fpsyg.2019.00979
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