ArticleJMIR serious games2022
Virtual Reality as a Therapy Tool for Walking Activities in Pediatric Neurorehabilitation: Usability and User Experience Evaluation.
Article in JMIR serious games, 2022. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 10 papers, 1 of them a synthesis that pooled it.
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Who cites it
10 citing papers in PubMed, 1 synthesis or guideline pooled it.
- Safety of virtual reality use in children: a systematic review.European journal of pediatrics · 2024Pooled it
- User Experience of a Virtual Reality-Based Treadmill for Children With a Chronic Disease Affecting Physical Health: Cross-Sectional Feasibility Study.JMIR serious games · 2026Article
- Usability of a virtual reality circle drawing task to assess upper-limb motor performance in children and young people with cerebral palsy: pilot study.BMC pediatrics · 2026Article
- "Your Digital Doctor Will Now See You": A Narrative Review of VR and AI Technology in Chronic Illness Management.Healthcare (Basel, Switzerland) · 2026Review
- Home-Based mHealth Platform (Active-Feet) for Children With Idiopathic Toe Walking: Design, Development, and Acceptability Study.JMIR rehabilitation and assistive technologies · 2025Article
- Immersive virtual reality rehabilitation after lower limb surgery in paediatric patients.Journal of pediatric rehabilitation medicine · 2025Article
- Revolutionizing Care: Unleashing the Potential of Digital Health Technology in Physiotherapy Management for People With Cystic Fibrosis.JMIR rehabilitation and assistive technologies · 2024Article
- Comparing Walking-Related Everyday Life Tasks of Children with Gait Disorders in a Virtual Reality Setup With a Physical Setup: Cross-Sectional Noninferiority Study.JMIR serious games · 2024Article
- Areas of Research Focus and Trends in the Research on the Application of VR in Rehabilitation Medicine.Healthcare (Basel, Switzerland) · 2023Article
- Article
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Authors and funding
3 authors.
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No grant is acknowledged in the PubMed record.
Abstract
backgroundMany essential walking activities in daily life, such as crossing a street, are challenging to practice in conventional therapeutic settings. Virtual environments (VEs) delivered through a virtual reality (VR) head-mounted display (HMD) would allow training such activities in a safe and attractive environment. Furthermore, the game-like character and high degree of immersion in these applications might help maintain or increase children's motivation and active participation during the rehabilitation process.
objectiveThis study aimed to investigate the usability, user experience, and acceptability of an immersive VE experienced through a VR HMD to train everyday life walking activities in pediatric neurorehabilitation.
methodsIn a cross-sectional study, 21 youths (median age 12.1 years; range 6.8-17.7 years) with a neuromotor impairment undergoing inpatient or outpatient neurorehabilitation tested a VE experienced through the VR HMD Oculus Quest. The participants, accompanied by their physiotherapists, moved freely around a 4.4 by 10-meter VE, displaying a magical forest and featuring various gamified everyday activities in different game designs. Using their hands, represented in the VE, the participants could interact with the virtual objects placed throughout the VE and trigger visual and auditory feedback. Symptoms of cybersickness were checked, and usability, user experience, and acceptability were evaluated using customized questionnaires with a visual analog scale for youths and a 5-point Likert scale for their therapists.
resultsNone of the participants reported any signs of cybersickness after 20 minutes of VR HMD exposure time. They rated comfort (median 10/10) and movement ability (median 10/10) with the VR HMD as high. The VE was perceived as being really there by the majority (median 8/10), and the participants had a strong feeling of spatial presence in the VE (median 9.5/10). They enjoyed exploring the virtual world (median 10/10) and liked this new therapy approach (median 10/10). Therapists' acceptance of the VR HMD was high (4/5). There were 5 patients that needed more support than usual, mainly for supervision, when moving around with the VR HMD. Otherwise, therapists felt that the VR HMD hardly affected their patients' movement behavior (median 4.75/5), whereas it seemed to increase their level of therapy engagement (median 4/5) compared to conventional physiotherapy sessions.
conclusionsThis study demonstrates the usability of an immersive VE delivered through a VR HMD to engage youths in the training of everyday walking activities. The participants' and therapists' positive ratings on user experience and acceptance further support the promising application of this technology as a future therapeutic tool in pediatric neurorehabilitation.
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