Evidence map›Paper›PMID 39693334›Full record

ArticlePloS one2024

Stroke survivor and caregiver experiences of virtual reality gaming to promote social participation: A qualitative study.

Suzanne Hoi Shan Lo, Janita Pak Chun Chau, Kai Chow Choi, Laveeza Butt, Alexander Yuk Lun Lau, Vivian Wing Yan Lee, Eddie Chi Fai Kwok, David R Thompson

Abstract read
In one paragraph

Article in PloS one, 2024. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 3 papers, 1 of them a synthesis that pooled it.

0numbers the graph read from it
0cells of the map it votes in
3citing papers in PubMed, 1 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.

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

3 citing papers in PubMed, 1 synthesis or guideline pooled it.

  1. Pooled it
  2. Article
  3. Review
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

8 authors.

Suzanne Hoi Shan LoNethersole School of Nursing, The Chinese University of Hong Kong, Shatin, Hong Kong.ORCID 0000-0002-9970-0642
Janita Pak Chun ChauNethersole School of Nursing, The Chinese University of Hong Kong, Shatin, Hong Kong.ORCID 0000-0002-3750-7396
Kai Chow ChoiNethersole School of Nursing, The Chinese University of Hong Kong, Shatin, Hong Kong.
Laveeza ButtNethersole School of Nursing, The Chinese University of Hong Kong, Shatin, Hong Kong.
Alexander Yuk Lun LauDepartment of Medicine and Therapeutics, The Chinese University of Hong Kong, Shatin, Hong Kong.
Vivian Wing Yan LeeCentre for Learning Enhancement And Research, The Chinese University of Hong Kong, Shatin, Hong Kong.
Eddie Chi Fai KwokCentre for eLearning Innovation and Technology, The Chinese University of Hong Kong, Shatin, Hong Kong.
David R ThompsonSchool of Nursing and Midwifery, Queen's University Belfast, Belfast, United Kingdom.

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

backgroundVirtual reality (VR) gaming is a promising technology that can be applied in stroke rehabilitation to increase survivors' social engagement, though its optimal usage and effects on stroke recovery are not fully understood. This qualitative study aimed to investigate stroke survivors' and caregivers' perspectives of VR-based gaming rehabilitation modules for supporting post-stroke recovery and social participation.

methodsTwenty-eight participants (18 stroke survivors and 10 caregivers) were recruited through purposive sampling from acute hospitals in Hong Kong. Two rounds of semi-structured interviews were carried out, with the first round exploring participants' previous knowledge of VR, views about its relevance to stroke rehabilitation, and expected benefits. The second round of interviews was conducted immediately post-intervention to investigate participants' experience, satisfaction, and areas for improvement. Resulting data were thematically analysed.

resultsMost participants were female (75%) with secondary education or above (82%). For stroke survivors, the average duration since stroke was 9.39 (SD = 10.48) years and most were first-time survivors (89%). Main themes identified included (1) Shift in attitudes towards VR technology; (2) Perceptions of VR effectiveness; and (3) Practical drawbacks and design recommendations. Participants reported positive experiences with the VR-based gaming modules, including increased confidence in mobility and heightened awareness regarding outdoor safety and accessibility. Despite concerns regarding hygiene and discomfort with gaming equipment, participants found VR gaming to be engaging and conducive to their recovery.

conclusionThe VR-based gaming modules were well-received by survivors and their caregivers and considered as an appealing and useful method of post-stroke rehabilitation. Improvements in survivors' attitudes towards VR technology, and self-observed benefits to their physical and psychosocial health, were noted. Areas for optimisation included expansion of game length and contents, options for alternative gaming equipment, and enhanced design elements.

Indexed as

CaregiversQualitative ResearchSocial ParticipationStroke RehabilitationSurvivorsVideo GamesVirtual RealityAdultAgedFemaleHong KongHumansMaleMiddle AgedStroke

Identifiers

PMID39693334
PMCPMC11654930

What OpenQuestion holds

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Registered trials

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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.