Moeinzadeh Amir Majid, Calder Allyson, Petersen Carl, Hoermann Simon
Faculty of Health, University of Canterbury, Christchurch, New Zealand.
School of Physiotherapy, University of Otago, Christchurch, New Zealand.
Disabil Rehabil. 2025 Feb 20:1-10. doi: 10.1080/09638288.2025.2461265.
To investigate the perceptions and experiences of people with MS (PwMS) regarding immersive VR-exergaming as a potential enhancement to rehabilitation programs.
A qualitative descriptive approach explored the experiences of PwMS in Christchurch, New Zealand. Data were collected through semi-structured interviews during which participants ( = 6) trialed immersive VR-exergaming. Inductive reflexive thematic analysis interpreted their experiences. The study adhered to the Consolidated Criteria for Reporting Qualitative Research (COREQ) guidelines.
Three main themes identified: 1) Physical Activity for Fun, Fitness, and Wellness: Participants valued physical activity for symptom management but faced barriers like self-efficacy and accessibility. 2) Perceived Benefits of Rehabilitation: VR-exergaming was seen as a tool to improve physical capabilities, cognition, and alleviate fatigue. 3) The VR Gaming Experience, Perceptions Pre- and Post-VR Trial: Participants had varying familiarity with VR-exergaming but expressed positive perceptions, noting safety, cost, comfort, and setup challenges.
PwMS value physical activity for maintaining abilities but face barriers like self-efficacy and accessibility. VR-exergaming received positive feedback for enhancing physical abilities. Safety and comfort issues need addressing. Further research should explore usability and effectiveness, considering the needs and preferences of PwMS.
探讨多发性硬化症患者(PwMS)对沉浸式虚拟现实运动游戏作为康复计划潜在增强手段的看法和体验。
采用定性描述方法探讨了新西兰克赖斯特彻奇市PwMS的体验。通过半结构化访谈收集数据,在此期间,参与者(n = 6)试用了沉浸式虚拟现实运动游戏。归纳反思主题分析解释了他们的体验。该研究遵循定性研究报告统一标准(COREQ)指南。
确定了三个主要主题:1)为了乐趣、健身和健康而进行体育活动:参与者重视体育活动对症状管理的作用,但面临自我效能感和可及性等障碍。2)康复的感知益处:虚拟现实运动游戏被视为提高身体能力、认知能力和减轻疲劳的工具。3)虚拟现实游戏体验、虚拟现实试验前后的看法:参与者对虚拟现实运动游戏的熟悉程度各不相同,但表达了积极的看法,指出了安全性、成本、舒适度和设置方面的挑战。
PwMS重视体育活动对维持能力的作用,但面临自我效能感和可及性等障碍。虚拟现实运动游戏在增强身体能力方面获得了积极反馈。安全和舒适问题需要解决。进一步的研究应考虑PwMS的需求和偏好,探索其可用性和有效性。