Evidence map›Paper›PMID 41263507›Full record

ArticlePhysical therapy2025

Feasibility and Usability of an Omnidirectional Treadmill-Based Virtual Reality Rehabilitation Game: A Mixed-Methods Feasibility Study.

Adria Quigley, Dru Pierson, Juhui Jeong, Youngbin Choi, Mayra Barrera Machuca, Courtney Pollock, Anouk Lamontagne, Heather F Neyedli, Alison McDonald, Melanie Dunlop and 3 more

Abstract read
In one paragraph

Article in Physical therapy, 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. Review
  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

13 authors.

Adria QuigleyDalhousie University, School of Physiotherapy, Halifax, Nova Scotia B3H 4R2, Canada.ORCID 0000-0003-2404-7949
Dru PiersonDalhousie University, School of Physiotherapy, Halifax, Nova Scotia B3H 4R2, Canada.
Juhui JeongDalhousie University, School of Physiotherapy, Halifax, Nova Scotia B3H 4R2, Canada.
Youngbin ChoiDalhousie University, School of Physiotherapy, Halifax, Nova Scotia B3H 4R2, Canada.
Mayra Barrera MachucaDalhousie University, Computer Science, Halifax, Nova Scotia, B3H 1W5, Canada.
Courtney PollockDepartment of Physical Therapy, University of British Columbia, Vancouver, British Columbia V6T 1Z3, Canada.
Anouk LamontagneMcGill University, School of Physical and Occupational Therapy, Montreal, Quebec H3G 1Y5, Canada.
Heather F NeyedliDalhousie University, Health and Human Performance, Halifax, Nova Scotia B3H 4R2, Canada.
Alison McDonaldNova Scotia Health Authority, Acquired Brain Injury, Halifax, Nova Scotia B3H 4K4, Canada.
Melanie DunlopDalhousie University, School of Physiotherapy, Halifax, Nova Scotia B3H 4R2, Canada.
Tsz Hei YipThe Hong Kong Polytechnic University, Physiotherapy, Hung 999077, Hong Kong.
Gregory JonesHalifax, Nova Scotia, Canada.
Janice J EngDepartment of Physical Therapy, University of British Columbia, Vancouver, British Columbia V6T 1Z3, Canada.ORCID 0000-0002-2093-0788

Funding

Canada Brain Research Fund (CBRF)
6 · The paper itself

Abstract

importanceVirtual reality (VR) has been introduced to stroke rehabilitation along with omnidirectional (360°) treadmills to promote improvements in walking and balance.

objectiveThe primary objective was to develop a rehabilitation omni-VR game and estimate the feasibility and usability of the game according to individuals with chronic stroke and physical therapists. The secondary objective was to generate preliminary walking characteristics and postural sway data among survivors of stroke.

designThis was a mixed-methods feasibility study.

settingThis study took place at a stroke research lab in Halifax, Canada.

participantsThe participants were individuals with chronic stroke and stroke rehabilitation physical therapists. EXPOSURE: The research team developed a VR game involving 8 walking and balance tasks on an omnidirectional treadmill. Physical therapists and survivors of stroke tested the game in a single session and participated in a semi structured interview. MAIN OUTCOMES AND MEASURES: Main outcomes and measures were recruitment rate, user experiences, participant burden, technical issues, safety, and exercise dose. Descriptive statistics were calculated for feasibility outcomes and interview data were analyzed using reflexive thematic analysis.

resultsEight survivors of stroke (4 female, 4 male) and 4 female physical therapists participated in the study. Feasibility and usability targets were met, except for user experience scores and technical issues. For survivors of stroke, the mean steps taken during the VR game was 693.0 (standard deviation, SD = 223.6), they reached 66.4% SD = 10.7 of predicted maximum heart rate, and the mean game testing time was 25.5 minutes SD = 13.5. Five qualitative themes emerged: benefits of the omni-VR system, difficulties & challenges with omni-VR, suggestions for improvements, application to rehabilitation, and safety of the system.

conclusionsThere is preliminary evidence for the feasibility of omni-VR for stroke rehabilitation. RELEVANCE: The VR game appears to be of adequate intensity, provides a larger number of repetitions, and is of comparable duration to traditional rehabilitation sessions.

Indexed as

Exercise TherapyStroke RehabilitationVideo GamesVirtual RealityAdultAgedCanadaFeasibility StudiesFemaleHumansMaleMiddle AgedPostural BalanceWalkingOmnidirectional TreadmillPhysiotherapyStroke RehabilitationVirtual Reality

Identifiers

PMID41263507
PMCPMC12720008

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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.