Evidence map›Paper›PMID 39819954›Full record

ArticleBMJ open2025

Factors influencing virtual reality use in paediatric acquired brain injury upper limb rehabilitation: a qualitative study.

Chandrasekar Rathinam, William Farr, Daniel Ray, Rajat Gupta

Abstract read
In one paragraph

Article in BMJ open, 2025. 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. 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

4 authors.

Chandrasekar RathinamCollege of Medical and Dental Sciences, University of Birmingham, Birmingham, UK c.rathinam@bham.ac.uk.ORCID http://orcid.org/0000-0002-0049-8430
William FarrFaculty of Education, St. Edmund's College,University of Cambridge, Cambridge, UK.
Daniel RayBirmingham Women's and Children's NHS Foundation Trust, Birmingham, Birmingham, UK.
Rajat GuptaCollege of Medical and Dental Sciences, University of Birmingham, Birmingham, UK.

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

objectiveUpper limb movement difficulties in children with acquired brain injury (ABI) result in longer recovery times compared with lower limb. Intensive neurorehabilitation promotes a good long-term functional outcome. Virtual reality (VR) and video game technologies are invaluable adjuncts to traditional neurological rehabilitation as they help to motivate, engage and gain children's compliance in goal-directed therapy. However, this technology is not routinely used in the National Health Service, UK; it requires embedding to benefit children and their families. VR implementation in rehabilitation practice requires development. The associated influencing factors require further exploration before routine use can be established. This project aimed to understand the factors influencing the use of VR in upper limb rehabilitation in children.VR implementation in rehabilitation practice requires development. The associated influencing factors require further exploration before routine use can be established. This project aims to understand the factors influencing the use of VR in upper limb rehabilitation in children.

designAn interpretative qualitative study used focus groups and 1:1 semi-structured interviews conducted in person and online to explore participants' experiences. These were analysed for inductive overarching themes, particularly focusing on the views of professionals and young people regarding the use of VR in upper limb rehabilitation.

settingTwo neurorehabilitation services located in two children's hospitals in England, UK.

participantsThree physiotherapists, five occupational therapists, a play worker and four members from the Young Persons' Advisory Group took part. Four focus groups with 2-4 participants in each group and two 1:1 semi-structured interviews were conducted. Thematic analysis was used to create the model participants described as the factors that influenced the use of VR in neurorehabilitation.

resultsFive closely related major themes and thirty associated subthemes were developed: training, knowledge, promotion, consideration of barriers and family factors. There is a lack of knowledge and understanding about the use of VR, its limitations, and the clinicians' motivation to use it. Training packages with available VR equipment, clinical indicators and scientific evidence are required. Staff need frequent training, logistics (uninterrupted Wi-Fi, software, hardware) and simple instruction manuals.

conclusionTo introduce VR into the routine rehabilitation of children with ABI, investment in improving knowledge, frequent training and positive behaviour change among health professionals is needed.

Indexed as

Brain InjuriesNeurological RehabilitationUpper ExtremityVirtual RealityAdolescentChildEnglandFemaleFocus GroupsHumansInterviews as TopicMaleQualitative ResearchVideo GamesDevelopmental neurology & neurodisabilityQUALITATIVE RESEARCHREHABILITATION MEDICINEVirtual Reality

Identifiers

PMID39819954
PMCPMC11751983

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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.