Evidence map›Paper›PMID 39558923›Full record

ArticleJournal of multidisciplinary healthcare2024

Virtual Reality Gaming in Occupational Rehabilitation - User Experiences and Perceptions.

Anita Dyb Linge, Irene Øyeflaten, Thomas Johansen, Tarjei Urup Helle, Chris Jensen, Anniken Hjellbakk Hole, Randi Jepsen

Abstract read
In one paragraph

Article in Journal of multidisciplinary healthcare, 2024. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 2 papers.

0numbers the graph read from it
0cells of the map it votes in
2citing papers in PubMed
–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.

Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.

3 · Its place in the literature

Who cites it

2 citing papers in PubMed.

  1. Article
  2. Article
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

7 authors.

Anita Dyb Linge *Muritunet Rehabilitation Centre, Valldal, Norway.ORCID 0000-0001-5638-5497
Irene Øyeflaten *Telemark Research Institute, Bø, Norway.
Thomas Johansen *Norwegian National Advisory Unit on Occupational Rehabilitation, Rauland, Norway.ORCID 0000-0003-2128-1967
Tarjei Urup Helle *The Rehabilitation Centre AiR, Rauland, Norway.
Chris Jensen *Norwegian National Advisory Unit on Occupational Rehabilitation, Rauland, Norway.
Anniken Hjellbakk Hole *Muritunet Rehabilitation Centre, Valldal, Norway.
Randi Jepsen *Red Cross Haugland Rehabilitation Centre, Flekke, Norway.ORCID 0000-0003-0934-9850

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

Background: In Norway, individuals who struggle to participate in the workforce can take part in rehabilitation programmes to improve their work ability. The goal is to return to work by working with cognitive, physical, and environmental processes. Virtual Reality (VR) technology has become a popular and common tool in many healthcare and rehabilitation services but has not yet been systematically applied in occupational rehabilitation. Purpose: This study aimed to investigate the experiences of participants who engaged in a game-based, immersive VR activity as part of an occupational rehabilitation program. Material and Methods: Semi-structured interviews were conducted with individuals on long-term sick leave. In total, 12 women and three men (median age 45 years) from three rehabilitation centres (five individuals from each centre) were interviewed before and after discharge from the inpatient stay. The transcripts were analysed using Systematic Text Condensation. Results: When analysing the data material, four themes were consistent. The first and the second theme contained information about how the VR headset and the game influenced the participants. The headset forced them to pay full attention and gave a feeling of protection from external stimuli. The game brought joy, energy, and endurance with its music and rhythm. The third and fourth themes provided information about how the gaming activity influenced the participants. They experienced that it provided a free space and symptom relief. In addition, they got carried away, broke barriers, and challenged themselves. Conclusion: The study results indicated that a gamified VR activity in occupational rehabilitation may be a new and powerful experience, substantially different from other rehabilitation modalities. VR training can facilitate a here-and-now feeling distracted from the outside world. More knowledge is needed on possible synergies between VR and other components of occupational rehabilitation and on how it may influence return to work for individuals on long-term sick leave.

Indexed as

gamingoccupational rehabilitationpatient experiencequalitative studyvirtual reality

Identifiers

PMID39558923
PMCPMC11571987

What OpenQuestion holds

Textmetadata
LicenceCC BY-NC
Read underepoch 390

Registered trials

None linked

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.