Evidence map›Paper›PMID 29593910›Full record

ArticleRehabilitation research and practice2018

Patients' and Health Professionals' Experiences of Using Virtual Reality Technology for Upper Limb Training after Stroke: A Qualitative Substudy.

Hanne Pallesen, Mette Brændstrup Andersen, Gunhild Mo Hansen, Camilla Biering Lundquist, Iris Brunner

Registry-linked trialAbstract read
In one paragraph

Article in Rehabilitation research and practice, 2018. The graph could read no effect estimate from its abstract, so it casts no vote on the map. It is linked to trial NCT07125170 (Immersive Virtual Reality in Cognitive Rehabilitation of Patients With Post-Stroke Cognitive Impairment), which is not on this map. Cited by 17 papers, 3 of them syntheses that pooled it.

0numbers the graph read from it
0cells of the map it votes in
17citing papers in PubMed, 3 pooled it
–field-weighted citation impact
1 · What the graph read from it

What it found

Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.

The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.

2 · The registry

The trial behind it

Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.

NCT07125170 narecruitingnot on this mapstarted 2025, after this paper: background citation

Immersive Virtual Reality in Cognitive Rehabilitation of Patients With Post-Stroke Cognitive Impairment: A Pilot Study at the Department of Physical Medicine and Rehabilitation, Clinical Hospital of the University of Chile

TypeinterventionalSponsorUniversity of ChileRan2025 to 2026Enrolled20ConditionsStroke, Post-Stroke Cognitive Impairment (PSCI), Cognitive Dysfunction, Virtual Reality TherapyArmsKinesix XR on Meta Quest 3
3 · Its place in the literature

Who cites it

17 citing papers in PubMed, 3 syntheses or guidelines pooled it.

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  14. Coordination of reach-to-grasp in physical and haptic-free virtual environments.Journal of neuroengineering and rehabilitation · 2019
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4 · The record

Corrections and comments

PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.

5 · Who and what money

Authors and funding

5 authors.

Hanne PallesenHammel Neurorehabilitation Centre and University Research Clinic, RM, University of Aarhus, Aarhus, Denmark.ORCID 0000-0001-6010-2306
Mette Brændstrup AndersenHammel Neurorehabilitation Centre and University Research Clinic, RM, University of Aarhus, Aarhus, Denmark.
Gunhild Mo HansenHammel Neurorehabilitation Centre and University Research Clinic, RM, University of Aarhus, Aarhus, Denmark.
Camilla Biering LundquistHammel Neurorehabilitation Centre and University Research Clinic, RM, University of Aarhus, Aarhus, Denmark.
Iris BrunnerHammel Neurorehabilitation Centre and University Research Clinic, RM, University of Aarhus, Aarhus, Denmark.

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

backgroundIn 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.

methodsA 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.

resultsFive 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.

conclusionPatients 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.

Identifiers

PMID29593910
PMCPMC5822914

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Registered trials

Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.