9,374
Views
3
CrossRef citations to date
0
Altmetric
Research Papers

Virtual reality gaming in rehabilitation after stroke – user experiences and perceptions

ORCID Icon, , & ORCID Icon
Pages 6759-6765 | Received 12 Nov 2020, Accepted 20 Aug 2021, Published online: 31 Aug 2021

References

  • Corbetta D, Imeri F, Gatti R. Rehabilitation that incorporates virtual reality is more effective than standard rehabilitation for improving walking speed, balance and mobility after stroke: a systematic review. J Physiother. 2015;61(3):117–124.
  • Yates M, Kelemen A, Sik Lanyi C. Virtual reality gaming in the rehabilitation of the upper extremities post-stroke. Brain Inj. 2016;30(7):855–863.
  • Ikbali Afsar S, Mirzayev I, Umit Yemisci O, et al. Virtual reality in upper extremity rehabilitation of stroke patients: a randomized controlled trial. J Stroke Cerebrovasc Dis. 2018;27(12):3473–3478.
  • Törnbom K, Danielsson A. Experiences of treadmill walking with non-immersive virtual reality after stroke or acquired brain injury – A qualitative study. PLoS One. 2018;13(12):e0209214.
  • Lohse K, Hilderman C, Cheung K, et al. Virtual reality therapy for adults Post-Stroke: a systematic review and Meta-Analysis exploring virtual environments and commercial games in therapy. PloS One. 2014;289(3):e93318
  • Laver KE, Lange B, George S, et al. Virtual reality for stroke rehabilitation. Cochrane Database Syst Rev. 2017;11(11):CD008349.
  • Cambridge dictionaries online [Internet]. Cambridge: Cambridge University Press. Available from: https://dictionary.cambridge.org/
  • Høeg ER, Povlsen TM, Bruun-Pedersen JR, et al. System immersion in virtual Reality-Based rehabilitation of motor function in older adults: a systematic review and Meta-Analysis. Front Virtual Real. 2021;2:4–1.
  • Borrego A, Latorre J, Alcaniz M, et al. Comparison of oculus rift and HTC vive: Feasibility for virtual Reality-Based exploration, navigation, exergaming, and rehabilitation. Games for Health Journal. 2018;7(3):151–156.
  • Lee SH, Jung HY, Yun SJ, et al. Upper extremity rehabilitation using fully immersive virtual reality games with a head mount display: a feasibility Study. Pm R. 2020;12(3):257–262.
  • Crosbie JH, Lennon S, McGoldrick MC, et al. Virtual reality in the rehabilitation of the arm after hemiplegic stroke: a randomized controlled pilot study. Clin Rehabil. 2012;26(9):798–806.
  • Weber LM, Nilsen DM, Gillen G, et al. Immersive virtual reality mirror therapy for upper limb recovery following stroke: a pilot study. Am J Phys Med Rehabil. 2019;98(9):783–788.
  • Cano Porras D, Siemonsma P, Inzelberg R, et al. Advantages of virtual reality in the rehabilitation of balance and gait: systematic review. Neurology. 2018;90(22):1017–1025.
  • Howard MC. A Meta-analysis and systematic literature review of virtual reality rehabilitation programs. Computers in Human Behavior. 2017;70(1):317–327.
  • Iruthayarajah J, McIntyre A, Cotoi A, et al. The use of virtual reality for balance among individuals with chronic stroke: a systematic review and Meta-analysis. Topicsin Stroke Rehabil. 2017;1(24):68–79.
  • Aminov A, Rogers JM, Middleton S, et al. What do randomized controlled trials say about virtual rehabilitation in stroke? A systematic literature review and Meta-analysis of upper-limb and cognitive outcomes. J Neuroeng Rehabil. 2018;15(1):29–29.
  • Pedroli E, Serino S, Cipresso P, et al. Assessment and rehabilitation of neglect using virtual reality: a systematic review. Front Behav Neurosci. 2015;9:226–226.
  • Fordell H, Bodin K, Eklund A, et al. RehAtt – scanning training for neglect enhanced by multi-sensory stimulation in virtual reality. Topics in Stroke Rehabilitation. 2016;23(3):191–199.
  • Gamito P, Oliveira J, Coelho C, et al. Cognitive training on stroke patients via virtual reality-based serious games. Disabil Rehabil. 2017;39(4):385–388.
  • Tran AD, Pajaro-Blazquez GM, Daneault GJ-F, et al. Combining dopaminergic facilitation with Robot-Assisted upper limb therapy in stroke survivors: a focused review. Am J Phys Med Rehabil. 2016;95(6):459–474.
  • Marsh R, Hao X, Xu D, et al. A virtual reality-based FMRI study of reward-based spatial learning. Neuropsychologia. 2010;48(10):2912–2921.
  • O'Doherty JP. Reward representations and reward-related learning in the human brain: insights from neuroimaging. Curr Opin Neurobiol. 2004;14(6):769–776.
  • Yamato TP, Pompeu JE, Pompeu SMAA, et al. Virtual reality for stroke rehabilitation. Phys Ther. 2016;96(10):1508–1513.
  • Chen L, Lo WLA, Mao YR, et al. Effect of virtual reality on postural and balance control in patients with stroke: a systematic literature review. Biomed Res Int. 2016; 2016:7309272.
  • Paquin K, Crawley J, Harris JE, et al. Survivors of chronic stroke – participant evaluations of commercial gaming for rehabilitation. Disabil Rehabil. 2016;38(21):2144–2152.
  • Warland A, Paraskevopoulos I, Tsekleves E, et al. The feasibility, acceptability and preliminary efficacy of a low-cost, virtual-reality based, upper-limb stroke rehabilitation device: a mixed methods study. Disabil Rehabil. 2019;41(18):2119–2134.
  • Tieri G, Morone G, Paolucci S, et al. Virtual reality in cognitive and motor rehabilitation: facts, fiction and fallacies. Expert Rev Med Devices. 2018;15(2):107–117.
  • Erhardsson M, Alt Murphy M, Sunnerhagen KS. Commercial head-mounted display virtual reality for upper extremity rehabilitation in chronic stroke: a single-case design study. J Neuroeng Rehabil. 2020;17(1):154.
  • Tong A, Sainsbury P, Craig J. Consolidated criteria for reporting qualitative research (COREQ): a 32-item checklist for interviews and focus groups. Int J Qual Health Care. 2007;19(6):349–357.
  • Fugl-Meyer AR, Jääskö L, Leyman I, et al. The post-stroke hemiplegic patient. 1. a method for evaluation of physical performance. Scand J Rehabil Med. 1975;7(1):13–31.
  • Hussain N, Alt Murphy M, Sunnerhagen KS. Upper limb kinematics in stroke and healthy controls using target-to-Target task in virtual Reality. Front Neurol. 2018;9:300
  • Braun V, Clarke V. Using thematic analysis in psychology. Qualitative Research in Psychology. 2006;3(2):77–101.
  • Csíkszentmihályi M. Creativity: flow and the psychology of discovery and invention. New York: Harper Collins; 1996.
  • Shin JH, Ryu H, Jang SH. A task-specific interactive game-based virtual reality rehabilitation system for patients with stroke: a usability test and two clinical experiments. J Neuroeng Rehabil. 2014;11(3):32.
  • Hartman-Maeir A, Soroker N, Ring H, et al. Activities, participation and satisfaction one-year post stroke. Disabil Rehabil. 2007;29(7):559–566.
  • Tistad M, Koch L, Sjöstrand C, et al. What aspects of rehabilitation provision contribute to self-reported met needs for rehabilitation one year after stroke-amount, place, operator or timing? Health Expect. 2013;16(3):e24–e35.
  • de Vries AW, van Dieen JH, van den Abeele V, et al. Understanding motivations and player experiences of older adults in virtual reality training. Games Health J. 2018;7(6):369–376.
  • dos Santos VA, Santos MD, Ribeiro NMD, et al. Combining proprioceptive neuromuscular facilitation and virtual reality for improving sensorimotor function in stroke survivors: a randomized clinical trial. J Cent Nerv Syst Dis. 2019; 11:1179573519863826.
  • Zanona AD, de Souza RF, Aidar FJ, et al. Use of virtual rehabilitation to improve the symmetry of body temperature, balance, and functionality of patients with stroke Sequelae. Ann Neurosci. 2019;25(3):166–173.
  • Proffitt R, Warren J, Lange B, et al. Safety and feasibility of a First-Person view, Full-Body interaction game for telerehabilitation Post-Stroke. Int J Telerehabil. 2018;10(1):29–36.
  • Malterud K, Siersma VD, Guassora AD. Sample size in qualitative interview studies: Guided by information power. Qual Health Res. 2016;26(13):1753–1760.