ArticleJMIR serious games2025
Perceptions of Patients With Stroke Regarding an Immersive Virtual Reality-Based Exercise System for Upper Limb Rehabilitation: Questionnaire and Interview Study.
Article in JMIR serious games, 2025. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 10 papers.
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Who cites it
10 citing papers in PubMed.
- Trial
- Feasibility, Usability, and Preliminary Kinematic Outcomes of a Hand-Tracking Virtual Reality Rehabilitation System Delivered as an Adjunct to Conventional Therapy in Individuals with Stroke: A Single-Arm Pilot Study.Healthcare (Basel, Switzerland) · 2026Article
- Review
- User Experience of Extended Reality Treatment for Visuospatial Neglect Among Patients and Informal Caregivers: Qualitative Interview Study.JMIR rehabilitation and assistive technologies · 2026Article
- Older Adults' Experiences of Commercial Virtual Reality for Stroke Rehabilitation: A Mixed-Methods Study.Medicina (Kaunas, Lithuania) · 2026Article
- Feasibility and User Experience of Immersive Virtual Reality-Based Rehabilitation in Patients With Stroke: Single-Arm Pretest-Posttest Pilot Study.JMIR serious games · 2026Article
- Traditional Rehabilitation Experiences, Unmet Needs, and Perspectives on Virtual Reality-Based Rehabilitation Among Patients With Stroke in China: Qualitative Thematic Analysis and Semistructured Interview Study.Journal of medical Internet research · 2026Article
- Home-Based Virtual Reality Training for Enhanced Balance, Strength, and Mobility Among Older Adults With Frailty: Systematic Review and Meta-Analysis.JMIR serious games · 2025Review
- Exercise Specialists' Evaluation of Robot-Led Rehabilitative Exercise for People with Parkinson's Disease.Healthcare (Basel, Switzerland) · 2025Article
- Virtual treadmill technology (C-mill) in gait rehabilitation after stroke: A qualitative interview study.Journal of rehabilitation and assistive technologies engineeringArticle
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Authors and funding
5 authors.
Funding
No grant is acknowledged in the PubMed record.
Abstract
backgroundWith substantial resources allocated to develop virtual reality (VR)-based rehabilitation exercise programs for poststroke motor rehabilitation, it is important to understand how patients with stroke perceive these technology-driven approaches, as their perceptions can determine acceptance and adherence.
objectiveThis study aimed to examine the perceptions of patients with stroke regarding an immersive VR-based exercise system developed to deliver shoulder, elbow, forearm, wrist, and reaching exercises.
methodsA questionnaire was used to assess the perceptions of 21 inpatients who had experienced stroke (mean time from stroke onset: 37.2, SD 25.9 days; Brunnstrom stage of stroke recovery for the arm: 3-5) regarding the perceived usefulness of, ease of use of, attitude toward, intrinsic motivation for, and intention to use the exercise system. The measurement items were rated on a 7-point Likert scale ranging from 1 (very strongly disagree) to 7 (very strongly agree), with higher values indicating more positive perceptions. Descriptive statistics were used to summarize the responses. Moreover, we conducted semistructured interviews that were audio recorded, transcribed, and subjected to content analysis to identify thematic patterns.
resultsThe questionnaire results revealed that the patients' perceptions of the exercise system were positive (mean ratings >6). The content analysis revealed 6 positive themes from 73 statements about the exercise system: ease of use, usefulness, enjoyment, motivation, accessibility, and game design. Conversely, 15 statements reflected negative perceptions, which were clustered into 3 themes: difficulty in handling VR devices, uncomfortable experiences when using VR devices, and monotony.
conclusionsIntegrating VR technology into poststroke functional exercises holds significant promise based on patient interests. However, patient preferences and adaptability must be considered to promote the technology's success. VR-guided exercises should be user-friendly, health-promoting, engaging, and well-designed. Furthermore, addressing challenges, such as bulkiness, motion sickness, discomfort, and exercise monotony, is crucial for the widespread adoption and diffusion of this technology.
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