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What is the impact of user affect on motor learning in virtual environments after stroke? A scoping review

PURPOSE: The purported affective impact of virtual reality (VR) and active video gaming (AVG) systems is a key marketing strategy underlying their use in stroke rehabilitation, yet little is known as to how affective constructs are measured or linked to intervention outcomes. The purpose of this sco...

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Autores principales: Rohrbach, Nina, Chicklis, Emily, Levac, Danielle Elaine
Formato: Online Artículo Texto
Lenguaje:English
Publicado: BioMed Central 2019
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC6598261/
https://www.ncbi.nlm.nih.gov/pubmed/31248439
http://dx.doi.org/10.1186/s12984-019-0546-4
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author Rohrbach, Nina
Chicklis, Emily
Levac, Danielle Elaine
author_facet Rohrbach, Nina
Chicklis, Emily
Levac, Danielle Elaine
author_sort Rohrbach, Nina
collection PubMed
description PURPOSE: The purported affective impact of virtual reality (VR) and active video gaming (AVG) systems is a key marketing strategy underlying their use in stroke rehabilitation, yet little is known as to how affective constructs are measured or linked to intervention outcomes. The purpose of this scoping review is to 1) explore how motivation, enjoyment, engagement, immersion and presence are measured or described in VR/AVG interventions for patients with stroke; 2) identify directional relationships between these constructs; and 3) evaluate their impact on motor learning outcomes. METHODS: A literature search was undertaken of VR/AVG interventional studies for adults post-stroke published in Medline, PEDro and CINAHL databases between 2007 and 2017. Following screening, reviewers used an iterative charting framework to extract data about construct measurement and description. A numerical and thematic analytical approach adhered to established scoping review guidelines. RESULTS: One hundred fifty-five studies were included in the review. Although the majority (89%; N = 138) of studies described at least one of the five constructs within their text, construct measurement took place in only 32% (N = 50) of studies. The most frequently described construct was motivation (79%, N = 123) while the most frequently measured construct was enjoyment (27%, N = 42). A summative content analysis of the 50 studies in which a construct was measured revealed that constructs were described either as a rationale for the use of VR/AVGs in rehabilitation (76%, N = 38) or as an explanation for intervention results (56%, N = 29). 38 (76%) of the studies proposed relational links between two or more constructs and/or between any construct and motor learning. No study used statistical analyses to examine these links. CONCLUSIONS: Results indicate a clear discrepancy between the theoretical importance of affective constructs within VR/AVG interventions and actual construct measurement. Standardized terminology and outcome measures are required to better understand how enjoyment, engagement, motivation, immersion and presence contribute individually or in interaction to VR/AVG intervention effectiveness. ELECTRONIC SUPPLEMENTARY MATERIAL: The online version of this article (10.1186/s12984-019-0546-4) contains supplementary material, which is available to authorized users.
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spelling pubmed-65982612019-07-11 What is the impact of user affect on motor learning in virtual environments after stroke? A scoping review Rohrbach, Nina Chicklis, Emily Levac, Danielle Elaine J Neuroeng Rehabil Review PURPOSE: The purported affective impact of virtual reality (VR) and active video gaming (AVG) systems is a key marketing strategy underlying their use in stroke rehabilitation, yet little is known as to how affective constructs are measured or linked to intervention outcomes. The purpose of this scoping review is to 1) explore how motivation, enjoyment, engagement, immersion and presence are measured or described in VR/AVG interventions for patients with stroke; 2) identify directional relationships between these constructs; and 3) evaluate their impact on motor learning outcomes. METHODS: A literature search was undertaken of VR/AVG interventional studies for adults post-stroke published in Medline, PEDro and CINAHL databases between 2007 and 2017. Following screening, reviewers used an iterative charting framework to extract data about construct measurement and description. A numerical and thematic analytical approach adhered to established scoping review guidelines. RESULTS: One hundred fifty-five studies were included in the review. Although the majority (89%; N = 138) of studies described at least one of the five constructs within their text, construct measurement took place in only 32% (N = 50) of studies. The most frequently described construct was motivation (79%, N = 123) while the most frequently measured construct was enjoyment (27%, N = 42). A summative content analysis of the 50 studies in which a construct was measured revealed that constructs were described either as a rationale for the use of VR/AVGs in rehabilitation (76%, N = 38) or as an explanation for intervention results (56%, N = 29). 38 (76%) of the studies proposed relational links between two or more constructs and/or between any construct and motor learning. No study used statistical analyses to examine these links. CONCLUSIONS: Results indicate a clear discrepancy between the theoretical importance of affective constructs within VR/AVG interventions and actual construct measurement. Standardized terminology and outcome measures are required to better understand how enjoyment, engagement, motivation, immersion and presence contribute individually or in interaction to VR/AVG intervention effectiveness. ELECTRONIC SUPPLEMENTARY MATERIAL: The online version of this article (10.1186/s12984-019-0546-4) contains supplementary material, which is available to authorized users. BioMed Central 2019-06-27 /pmc/articles/PMC6598261/ /pubmed/31248439 http://dx.doi.org/10.1186/s12984-019-0546-4 Text en © The Author(s). 2019 Open Access This article is distributed under the terms of the Creative Commons Attribution 4.0 International License (http://creativecommons.org/licenses/by/4.0/), which permits unrestricted use, distribution, and reproduction in any medium, provided you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons license, and indicate if changes were made. The Creative Commons Public Domain Dedication waiver (http://creativecommons.org/publicdomain/zero/1.0/) applies to the data made available in this article, unless otherwise stated.
spellingShingle Review
Rohrbach, Nina
Chicklis, Emily
Levac, Danielle Elaine
What is the impact of user affect on motor learning in virtual environments after stroke? A scoping review
title What is the impact of user affect on motor learning in virtual environments after stroke? A scoping review
title_full What is the impact of user affect on motor learning in virtual environments after stroke? A scoping review
title_fullStr What is the impact of user affect on motor learning in virtual environments after stroke? A scoping review
title_full_unstemmed What is the impact of user affect on motor learning in virtual environments after stroke? A scoping review
title_short What is the impact of user affect on motor learning in virtual environments after stroke? A scoping review
title_sort what is the impact of user affect on motor learning in virtual environments after stroke? a scoping review
topic Review
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC6598261/
https://www.ncbi.nlm.nih.gov/pubmed/31248439
http://dx.doi.org/10.1186/s12984-019-0546-4
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