TY - JOUR
T1 - Stroke survivor and caregiver experiences of virtual reality gaming to promote social participation: A qualitative study
AU - Lo, Suzanne Hoi Shan
AU - Chau, Janita Pak Chun
AU - Choi, Kai Chow
AU - Butt, Laveeza
AU - Lau, Alexander Yuk Lun
AU - Lee, Vivian Wing Yan
AU - Kwok, Eddie Chi Fai
AU - Thompson, David R.
PY - 2024/12/18
Y1 - 2024/12/18
N2 - Background 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. Methods 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. Results 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. Conclusion 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.
AB - Background 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. Methods 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. Results 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. Conclusion 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.
KW - Stroke
KW - Stroke survivor
KW - caregiver
KW - virtual reality gaming
U2 - 10.1371/journal.pone.0315826
DO - 10.1371/journal.pone.0315826
M3 - Article
C2 - 39693334
AN - SCOPUS:85212707079
SN - 1932-6203
VL - 19
JO - PLOS ONE
JF - PLOS ONE
IS - 12
M1 - e0315826
ER -