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Neurological injury from virtual reality mishap
Consumer virtual reality systems are becoming increasingly popular with the increasing availability of devices and gamified technologies. Self-sustained injury risks exist with the use of this technology in the uncontrolled home environment, however, the public awareness of these risks may not be re...
Autores principales: | , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
BMJ Publishing Group
2021
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Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8513217/ https://www.ncbi.nlm.nih.gov/pubmed/34642218 http://dx.doi.org/10.1136/bcr-2021-243424 |
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author | Warner, Natasha Teo, James T |
author_facet | Warner, Natasha Teo, James T |
author_sort | Warner, Natasha |
collection | PubMed |
description | Consumer virtual reality systems are becoming increasingly popular with the increasing availability of devices and gamified technologies. Self-sustained injury risks exist with the use of this technology in the uncontrolled home environment, however, the public awareness of these risks may not be recognised. We present a case of a low- impact virtual reality fall resulting in spinal cord injury, hypoglossal nerve injury, vertebral artery dissection and traumatic brain injury. |
format | Online Article Text |
id | pubmed-8513217 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2021 |
publisher | BMJ Publishing Group |
record_format | MEDLINE/PubMed |
spelling | pubmed-85132172021-10-27 Neurological injury from virtual reality mishap Warner, Natasha Teo, James T BMJ Case Rep Case Report Consumer virtual reality systems are becoming increasingly popular with the increasing availability of devices and gamified technologies. Self-sustained injury risks exist with the use of this technology in the uncontrolled home environment, however, the public awareness of these risks may not be recognised. We present a case of a low- impact virtual reality fall resulting in spinal cord injury, hypoglossal nerve injury, vertebral artery dissection and traumatic brain injury. BMJ Publishing Group 2021-10-12 /pmc/articles/PMC8513217/ /pubmed/34642218 http://dx.doi.org/10.1136/bcr-2021-243424 Text en © BMJ Publishing Group Limited 2021. Re-use permitted under CC BY. Published by BMJ. https://creativecommons.org/licenses/by/4.0/This is an open access article distributed in accordance with the Creative Commons Attribution 4.0 Unported (CC BY 4.0) license, which permits others to copy, redistribute, remix, transform and build upon this work for any purpose, provided the original work is properly cited, a link to the licence is given, and indication of whether changes were made. See: https://creativecommons.org/licenses/by/4.0/. |
spellingShingle | Case Report Warner, Natasha Teo, James T Neurological injury from virtual reality mishap |
title | Neurological injury from virtual reality mishap |
title_full | Neurological injury from virtual reality mishap |
title_fullStr | Neurological injury from virtual reality mishap |
title_full_unstemmed | Neurological injury from virtual reality mishap |
title_short | Neurological injury from virtual reality mishap |
title_sort | neurological injury from virtual reality mishap |
topic | Case Report |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8513217/ https://www.ncbi.nlm.nih.gov/pubmed/34642218 http://dx.doi.org/10.1136/bcr-2021-243424 |
work_keys_str_mv | AT warnernatasha neurologicalinjuryfromvirtualrealitymishap AT teojamest neurologicalinjuryfromvirtualrealitymishap |