Brent Adams S. Eliasos, Betina Alexandra N. Decada, John Paul R. De Guia, Julian D. Rafanan, Virginie Mae I. Inuman, Aira Jannelle I. Revuelto, M. A. Zamora
{"title":"VIRTUAL REALITY IN THE PHILIPPINES: FACILITATORS AND PERCEIVED BARRIERS OF VIRTUAL REALITY AS A THERAPEUTIC TOOL IN THE CLINICAL SETTING","authors":"Brent Adams S. Eliasos, Betina Alexandra N. Decada, John Paul R. De Guia, Julian D. Rafanan, Virginie Mae I. Inuman, Aira Jannelle I. Revuelto, M. A. Zamora","doi":"10.46409/002.ayee8847","DOIUrl":null,"url":null,"abstract":"Introduction: Virtual Reality (VR) begins to emerge in the Physical Therapy Practice here in the Philippines. However, it goes through a process of acceptance before it can be used as a part of the mainstream treatment modality in the current PT practice. Study aims to explore the perceived barriers and limitations of a handheld virtual reality as a therapeutic tool. \n\nMethods: The study employed a qualitative phenomenological study a semi-structured interview conducted via Zoom platform. A snowball sampling was utilized to gather informants’ opinions. Coding was conducted through a meticulous review of respondents by the researchers. The codes were analyzed using Collaizi Method through QDA Miner Lite. Theoretical thematic analysis was utilized to support the themes from the answers of the informants. \n\nResults: Twelve informants were initially invited to reach the number of subjects required. However, only ten agreed and consented to participate. Data saturation was met during the sixth interview. The following themes emerged: Barriers (Expensiveness, Atypical Practice), Limitations (Short-Term Functional Effect, Level of Comprehension Required to Understand VR), and Advantages (Entertaining and Usefulness to Neurological and Musculoskeletal cases). \n\nDiscussion: This paper gathered information from ten registered physical therapists (PTRP) in the country who experienced the use of handheld VR (Nintendo Wii, Xbox, etc.) and their perception of their exposure to the emerging therapeutic tool. Nine out of ten subjects concluded that the cost and expense of the console and the setup of the whole handheld VR room is the main barrier as to why it is still not being used in majority of the rehabilitative clinics nowadays. As an atypical practice, it also plays a role in the perceived barriers of the informants. Most of the subjects believed that current practice in the country needs to work with technology more – in order to keep up with the ever-growing technology in healthcare.","PeriodicalId":156633,"journal":{"name":"Philippine Journal of Physical Therapy","volume":"64 ","pages":""},"PeriodicalIF":0.0000,"publicationDate":"2024-02-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Philippine Journal of Physical Therapy","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.46409/002.ayee8847","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0
Abstract
Introduction: Virtual Reality (VR) begins to emerge in the Physical Therapy Practice here in the Philippines. However, it goes through a process of acceptance before it can be used as a part of the mainstream treatment modality in the current PT practice. Study aims to explore the perceived barriers and limitations of a handheld virtual reality as a therapeutic tool.
Methods: The study employed a qualitative phenomenological study a semi-structured interview conducted via Zoom platform. A snowball sampling was utilized to gather informants’ opinions. Coding was conducted through a meticulous review of respondents by the researchers. The codes were analyzed using Collaizi Method through QDA Miner Lite. Theoretical thematic analysis was utilized to support the themes from the answers of the informants.
Results: Twelve informants were initially invited to reach the number of subjects required. However, only ten agreed and consented to participate. Data saturation was met during the sixth interview. The following themes emerged: Barriers (Expensiveness, Atypical Practice), Limitations (Short-Term Functional Effect, Level of Comprehension Required to Understand VR), and Advantages (Entertaining and Usefulness to Neurological and Musculoskeletal cases).
Discussion: This paper gathered information from ten registered physical therapists (PTRP) in the country who experienced the use of handheld VR (Nintendo Wii, Xbox, etc.) and their perception of their exposure to the emerging therapeutic tool. Nine out of ten subjects concluded that the cost and expense of the console and the setup of the whole handheld VR room is the main barrier as to why it is still not being used in majority of the rehabilitative clinics nowadays. As an atypical practice, it also plays a role in the perceived barriers of the informants. Most of the subjects believed that current practice in the country needs to work with technology more – in order to keep up with the ever-growing technology in healthcare.