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      Virtual reality after stroke: Identifying important characteristics when designing experiences to improve engagement in upper limb rehabilitation

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          Abstract

          Objective

          Virtual reality (VR) has been used to improve upper limb function after stroke but there is little to guide product developers in building experiences that engage users in the sustained, repetitive training required. This research sought to understand the characteristics of VR scenarios best suited to engaging someone with a stroke during recovery to achieve therapeutic outcomes.

          Methods

          Five creative immersive VR scenarios were designed by an experienced VR content creator containing unique combinations of VR characteristics. The usefulness of the scenarios was reviewed by expert clinicians experienced in stroke rehabilitation. Following this review, seven stroke survivors participated in each experience and reported on their engagement and motivation. Outcome measures were the User Satisfaction Evaluation Questionnaire and the modified Intrinsic Motivation Inventory. Semi-structured interviews were conducted with five participants following their immersive VR experience and analysed thematically.

          Results

          Expert clinicians reported potential therapeutic value in the immersive VR scenarios by providing opportunities for repeated and graded practice of upper limb movements. Stroke survivors reported varied levels of enjoyment and engagement for each scenario. They recommended changes to the experiences, primarily relating to the tailoring of the scenarios to match varied upper limb capacities.

          Conclusion

          This study highlights the characteristics of immersive VR scenarios that are important in sustaining motivation and providing high-repetition task-specific movement experiences. Differences in the experience and preferences of stroke participants regarding the characteristics of immersive VR experiences indicate that a variety of experiences are necessary to engage and sustain participation in an immersive VR-related therapy programme.

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          Most cited references29

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          Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being.

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            The Motivational Pull of Video Games: A Self-Determination Theory Approach

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              World Stroke Organization (WSO): Global Stroke Fact Sheet 2022

              Stroke remains the second-leading cause of death and the third-leading cause of death and disability combined (as expressed by disability-adjusted life-years lost – DALYs) in the world. The estimated global cost of stroke is over US$721 billion (0.66% of the global GDP). From 1990 to 2019, the burden (in terms of the absolute number of cases) increased substantially (70.0% increase in incident strokes, 43.0% deaths from stroke, 102.0% prevalent strokes, and 143.0% DALYs), with the bulk of the global stroke burden (86.0% of deaths and 89.0% of DALYs) residing in lower-income and lower-middle-income countries (LMIC). This World Stroke Organisation (WSO) Global Stroke Fact Sheet 2022 provides the most updated information that can be used to inform communication with all internal and external stakeholders; all statistics have been reviewed and approved for use by the WSO Executive Committee as well as leaders from the Global Burden of Disease research group.
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                Author and article information

                Journal
                Digit Health
                Digit Health
                DHJ
                spdhj
                Digital Health
                SAGE Publications (Sage UK: London, England )
                2055-2076
                17 May 2024
                Jan-Dec 2024
                : 10
                : 20552076241251634
                Affiliations
                [1 ]Faculty of Health, School of Exercise and Rehabilitation Sciences, Ringgold 110446, universityUniversity of Canberra; , Canberra, ACT, Australia
                [2 ]Faculty of Health, Centre for Ageing Research and Translation, Ringgold 110446, universityUniversity of Canberra; , Bruce, ACT, Australia
                [3 ]School of Nursing and Midwifery, Ringgold 6489, universityWestern Sydney University; , Penrith South, New South Wales, Australia
                Author notes
                [*]Stephen Isbel, Faculty of Health, University of Canberra, Canberra, ACT 2617, Australia. Email: stephenisbel@ 123456canberra.edu.au
                Author information
                https://orcid.org/0000-0001-5355-3205
                https://orcid.org/0000-0003-3274-2095
                Article
                10.1177_20552076241251634
                10.1177/20552076241251634
                11138195
                38817838
                7b08cb45-8e0e-4819-a7da-cce49fa451c6
                © The Author(s) 2024

                This article is distributed under the terms of the Creative Commons Attribution-NonCommercial 4.0 License ( https://creativecommons.org/licenses/by-nc/4.0/) which permits non-commercial use, reproduction and distribution of the work without further permission provided the original work is attributed as specified on the SAGE and Open Access page ( https://us.sagepub.com/en-us/nam/open-access-at-sage).

                History
                : 18 August 2023
                : 12 April 2024
                Funding
                Funded by: Recovery VR;
                Award ID: NA
                Categories
                Original Research Article
                Custom metadata
                ts19
                January-December 2024

                virtual reality,stroke,rehabilitation,upper limb,reach,grasp
                virtual reality, stroke, rehabilitation, upper limb, reach, grasp

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