在家中使用沉浸式虚拟现实严肃游戏的持续性非特异性颈部疼痛患者的体验:一项定性研究。
Experiences of People With Persistent Nonspecific Neck Pain Who Used Immersive Virtual Reality Serious Games in the Home Setting: A Qualitative Study.
作者信息
Luc Alexandre, Lambricht Nicolas, Aujoulat Isabelle, Detrembleur Christine, Pitance Laurent
机构信息
Neuro Musculo Skeletal lab, Institute of Experimental and Clinical Research, Université Catholique de Louvain, Brussels, Belgium.
Institute of Health and Society, Université Catholique de Louvain, Brussels, Belgium.
出版信息
Phys Ther. 2025 Mar 3;105(3). doi: 10.1093/ptj/pzae149.
OBJECTIVE
The purpose of this study was to explore the experiences of individuals with persistent nonspecific neck pain who used immersive virtual reality (VR) serious games at home for 2 weeks.
METHODS
In this descriptive qualitative study, semi-structured one-on-one interviews were conducted at the participant's home after the 2-week period. Interviews were analyzed using qualitative content analysis. Sample size was determined using the information power concept (where "information power" refers to the amount of relevant information the sample provides for addressing the research question).
RESULTS
Eleven adults with continuous or recurrent nonspecific neck pain participated in the study. Three main categories were identified. The first revolves around the home environment, revealing that participants had mixed perceptions about being at home, yet held a positive perspective on the utilization of immersive VR in that setting. The second pertains to immersive VR as a novel technology, indicating its overall comfort, user-friendliness, and varying degrees of immersion and presence experienced by the participants. The third focuses on exercising in immersive VR, drawing comparisons with conventional exercises, exploring the facilitators and barriers to usage, and addressing various aspects of integrating this technology into rehabilitation.
CONCLUSION
Immersive VR was deemed comfortable for almost all participants and easy to use. Participants found exercising in immersive VR motivating and enjoyable, compared to conventional exercises. The home environment proved suitable for using immersive VR, though challenges included autonomy and reduced human contact. Participants highlighted facilitators and barriers in using immersive VR serious games, as well as immersive VR's rehabilitation potential. They also underscored the crucial role of physical therapists for guidance, remote supervision, and personalized treatment.
IMPACT
These findings could help clinicians to better understand the experiences of individuals with persistent nonspecific neck pain when using immersive VR, as well as its use at home. This understanding can improve patient care and optimize the effectiveness of immersive VR as a treatment method.
目的
本研究旨在探索患有持续性非特异性颈部疼痛的个体在家中使用沉浸式虚拟现实(VR)严肃游戏两周后的体验。
方法
在这项描述性定性研究中,在为期两周的时间结束后,于参与者家中进行了半结构化一对一访谈。使用定性内容分析法对访谈进行分析。样本量采用信息力概念确定(“信息力”指样本为解决研究问题提供的相关信息量)。
结果
11名患有持续性或复发性非特异性颈部疼痛的成年人参与了该研究。确定了三个主要类别。第一类围绕家庭环境,表明参与者对在家中有不同的感受,但对在该环境中使用沉浸式VR持积极态度。第二类涉及沉浸式VR作为一种新技术,表明其总体舒适性、用户友好性以及参与者体验到的不同程度的沉浸感和临场感。第三类聚焦于在沉浸式VR中锻炼,与传统锻炼进行比较,探索使用的促进因素和障碍,并探讨将该技术整合到康复中的各个方面。
结论
几乎所有参与者都认为沉浸式VR舒适且易于使用。与传统锻炼相比,参与者发现在沉浸式VR中锻炼更有动力且更有趣。家庭环境被证明适合使用沉浸式VR,尽管挑战包括自主性和人际接触减少。参与者强调了使用沉浸式VR严肃游戏的促进因素和障碍,以及沉浸式VR的康复潜力。他们还强调了物理治疗师在指导、远程监督和个性化治疗方面的关键作用。
影响
这些发现有助于临床医生更好地理解患有持续性非特异性颈部疼痛的个体在使用沉浸式VR时的体验,以及其在家中的使用情况。这种理解可以改善患者护理,并优化沉浸式VR作为一种治疗方法的有效性。