ArticlePloS one2018
Experiences of treadmill walking with non-immersive virtual reality after stroke or acquired brain injury - A qualitative study.
Article in PloS one, 2018. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 10 papers, 4 of them syntheses that pooled it.
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The trial behind it
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Who cites it
10 citing papers in PubMed, 4 syntheses or guidelines pooled it.
- Patient-centered insights into virtual reality rehabilitation for stroke: a systematic review and qualitative meta-synthesis.Journal of neuroengineering and rehabilitation · 2025Pooled it
- The study of the effect of virtual reality technology combined with sports games on improving cognitive function in patients with brain injury: a meta analysis of randomized controlled trials.Frontiers in neurology · 2025Pooled it
- Virtual reality-based rehabilitation experience of stroke survivors: a meta-synthesis of qualitative studies.Frontiers in public health · 2025Pooled it
- Effects of virtual reality in post-stroke aphasia: a systematic review and meta-analysis.Neurological sciences : official journal of the Italian Neurological Society and of the Italian Society of Clinical Neurophysiology · 2021Pooled it
- Neural mechanisms underlying the improvement of gait disturbances in stroke patients through robot-assisted gait training based on QEEG and fNIRS: a randomized controlled study.Journal of neuroengineering and rehabilitation · 2025Trial
- Video Game-Based Trunk Exercises for Rehabilitation in Chronic Stroke Survivors: A Mixed-Methods Feasibility Study.Sensors (Basel, Switzerland) · 2024Article
- Improved Balance, Gait, and Lower Limb Motor Function in a 58-Year-Old Man with Right Hemiplegic Traumatic Brain Injury Following Virtual Reality-Based Real-Time Feedback Physical Therapy.The American journal of case reports · 2023Article
- Handheld Weights as an Effective and Comfortable Way To Increase Exercise Intensity of Physical Activity in Virtual Reality: Empirical Study.JMIR serious games · 2022Article
- Improved cortical activity and reduced gait asymmetry during poststroke self-paced walking rehabilitation.Journal of neuroengineering and rehabilitation · 2021Article
- Non-Immersive Virtual Reality for Rehabilitation of the Older People: A Systematic Review into Efficacy and Effectiveness.Journal of clinical medicine · 2019Review
Corrections and comments
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Authors and funding
2 authors.
Funding
No grant is acknowledged in the PubMed record.
Abstract
objectivesIt is well known that physical activity levels for persons after stroke or acquired brain injuries do not reach existing recommendations. Walking training is highly important since the ability to walk is considered to be a meaningful occupation for most people, and is often reduced after a brain injury. This suggests a need to innovate stroke rehabilitation, so that forms of walking training that are user-friendly and enjoyable can be provided.
methodAn interview study was carried out with persons after stroke (n = 8), or acquired brain injury (n = 2) at a rehabilitation unit at Sahlgrenska University Hospital. We used a semi-structured interview guide to investigate experiences and thoughts about walking on a treadmill with non-immersive virtual reality feedback. The contents were analyzed through an inductive approach, using qualitative content analysis.
resultsThe virtual reality experience was perceived as enjoyable, exciting, and challenging. Participants stressed that the visual and auditory feedback increased their motivation to walk on a treadmill. However, for some participants, the virtual reality experience was too challenging, and extreme tiredness or fatigue were reported after the walking session.
conclusionsParticipants' thoughts and experiences indicated that the Virtual Reality walking system could serve as a complement to more traditional forms of walking training. Early after a brain injury, virtual reality could be a way to train the ability to handle individually adapted multisensory input while walking. Obvious benefits were that participants perceived it as engaging and exciting.
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