Linge Anita Dyb, Øyeflaten Irene, Johansen Thomas, Helle Tarjei Urup, Jensen Chris, Hole Anniken Hjellbakk, Jepsen Randi
Muritunet Rehabilitation Centre, Valldal, Norway.
Faculty of Social Science and History, Volda University College, Volda, Norway.
J Multidiscip Healthc. 2024 Nov 13;17:5139-5149. doi: 10.2147/JMDH.S478052. eCollection 2024.
In Norway, individuals who struggle to participate in the workforce can take part in rehabilitation programmes to improve their work ability. The goal is to return to work by working with cognitive, physical, and environmental processes. Virtual Reality (VR) technology has become a popular and common tool in many healthcare and rehabilitation services but has not yet been systematically applied in occupational rehabilitation.
This study aimed to investigate the experiences of participants who engaged in a game-based, immersive VR activity as part of an occupational rehabilitation program.
Semi-structured interviews were conducted with individuals on long-term sick leave. In total, 12 women and three men (median age 45 years) from three rehabilitation centres (five individuals from each centre) were interviewed before and after discharge from the inpatient stay. The transcripts were analysed using Systematic Text Condensation.
When analysing the data material, four themes were consistent. The first and the second theme contained information about how the VR headset and the game influenced the participants. The headset forced them to pay full attention and gave a feeling of protection from external stimuli. The game brought joy, energy, and endurance with its music and rhythm. The third and fourth themes provided information about how the gaming activity influenced the participants. They experienced that it provided a free space and symptom relief. In addition, they got carried away, broke barriers, and challenged themselves.
The study results indicated that a gamified VR activity in occupational rehabilitation may be a new and powerful experience, substantially different from other rehabilitation modalities. VR training can facilitate a here-and-now feeling distracted from the outside world. More knowledge is needed on possible synergies between VR and other components of occupational rehabilitation and on how it may influence return to work for individuals on long-term sick leave.
在挪威,难以参与劳动力市场的个人可以参加康复计划以提高其工作能力。目标是通过处理认知、身体和环境方面的问题来重返工作岗位。虚拟现实(VR)技术已成为许多医疗保健和康复服务中流行且常用的工具,但尚未系统地应用于职业康复。
本研究旨在调查参与基于游戏的沉浸式VR活动(作为职业康复计划一部分)的参与者的体验。
对长期病假的个体进行半结构化访谈。总共12名女性和3名男性(中位年龄45岁)来自三个康复中心(每个中心5人),在住院出院前后接受了访谈。使用系统文本浓缩法对访谈记录进行分析。
在分析数据材料时,出现了四个一致的主题。第一个和第二个主题包含有关VR头显和游戏如何影响参与者的信息。头显迫使他们全神贯注,并给人一种免受外部刺激的保护感。游戏通过其音乐和节奏带来了喜悦、活力和耐力。第三个和第四个主题提供了有关游戏活动如何影响参与者的信息。他们体验到游戏提供了一个自由空间并缓解了症状。此外,他们沉浸其中,打破了障碍并挑战了自己。
研究结果表明,职业康复中的游戏化VR活动可能是一种全新且强大的体验,与其他康复方式有很大不同。VR训练可以营造一种当下专注于内心、不受外界干扰的感觉。关于VR与职业康复的其他组成部分之间可能存在的协同作用以及它如何影响长期病假人员重返工作岗位,还需要更多的了解。