Lo Suzanne Hoi Shan, Chau Janita Pak Chun, Choi Kai Chow, Butt Laveeza, Lau Alexander Yuk Lun, Lee Vivian Wing Yan, Kwok Eddie Chi Fai, Thompson David R
Nethersole School of Nursing, The Chinese University of Hong Kong, Shatin, Hong Kong.
Department of Medicine and Therapeutics, The Chinese University of Hong Kong, Shatin, Hong Kong.
PLoS One. 2024 Dec 18;19(12):e0315826. doi: 10.1371/journal.pone.0315826. eCollection 2024.
Virtual reality (VR) gaming is a promising technology that can be applied in stroke rehabilitation to increase survivors' social engagement, though its optimal usage and effects on stroke recovery are not fully understood. This qualitative study aimed to investigate stroke survivors' and caregivers' perspectives of VR-based gaming rehabilitation modules for supporting post-stroke recovery and social participation.
Twenty-eight participants (18 stroke survivors and 10 caregivers) were recruited through purposive sampling from acute hospitals in Hong Kong. Two rounds of semi-structured interviews were carried out, with the first round exploring participants' previous knowledge of VR, views about its relevance to stroke rehabilitation, and expected benefits. The second round of interviews was conducted immediately post-intervention to investigate participants' experience, satisfaction, and areas for improvement. Resulting data were thematically analysed.
Most participants were female (75%) with secondary education or above (82%). For stroke survivors, the average duration since stroke was 9.39 (SD = 10.48) years and most were first-time survivors (89%). Main themes identified included (1) Shift in attitudes towards VR technology; (2) Perceptions of VR effectiveness; and (3) Practical drawbacks and design recommendations. Participants reported positive experiences with the VR-based gaming modules, including increased confidence in mobility and heightened awareness regarding outdoor safety and accessibility. Despite concerns regarding hygiene and discomfort with gaming equipment, participants found VR gaming to be engaging and conducive to their recovery.
The VR-based gaming modules were well-received by survivors and their caregivers and considered as an appealing and useful method of post-stroke rehabilitation. Improvements in survivors' attitudes towards VR technology, and self-observed benefits to their physical and psychosocial health, were noted. Areas for optimisation included expansion of game length and contents, options for alternative gaming equipment, and enhanced design elements.
虚拟现实(VR)游戏是一项很有前景的技术,可应用于中风康复,以提高幸存者的社交参与度,不过其最佳使用方式以及对中风恢复的影响尚未完全明确。本定性研究旨在调查中风幸存者及其照护者对基于VR的游戏康复模块的看法,这些模块用于支持中风后的恢复和社会参与。
通过目的抽样从香港的急症医院招募了28名参与者(18名中风幸存者和10名照护者)。进行了两轮半结构化访谈,第一轮探讨参与者对VR的先前了解、对其与中风康复相关性的看法以及预期益处。第二轮访谈在干预后立即进行,以调查参与者的体验、满意度和改进领域。对所得数据进行了主题分析。
大多数参与者为女性(75%),具有中学及以上学历(82%)。对于中风幸存者,中风后的平均时长为9.39年(标准差=10.48),大多数是首次中风幸存者(89%)。确定的主要主题包括:(1)对VR技术态度的转变;(2)对VR有效性的认知;(3)实际缺点和设计建议。参与者报告了基于VR的游戏模块的积极体验,包括行动能力信心增强以及对户外安全和可达性的认识提高。尽管对卫生状况和游戏设备的不适感有所担忧,但参与者发现VR游戏很有吸引力且有助于他们的恢复。
基于VR的游戏模块受到幸存者及其照护者的好评,并被视为中风后康复的一种有吸引力且有用的方法。注意到幸存者对VR技术的态度有所改善,以及他们自我观察到的对身心健康的益处。优化领域包括延长游戏时长和增加内容、提供替代游戏设备选项以及增强设计元素。