Attitude Toward Virtual Rehabilitation and Active Video Games Among Therapists in Korea: A Nationwide Survey.

Brain & NeuroRehabilitation Pub Date : 2024-01-19 eCollection Date: 2024-03-01 DOI:10.12786/bn.2024.17.e4
Hee-Mun Cho, Hyunji Kim, Jihui Jang, Seungwoo Cha, Won Kee Chang, Bong-Keun Jung, Dae-Sung Park, Sungju Jee, Sung-Hwa Ko, Joon-Ho Shin, Ji Soo Choi, Won-Seok Kim, Nam-Jong Paik
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Abstract

In this study, we conducted a survey targeting 191 physical therapists (PTs) and 159 occupational therapists (OTs) in South Korea to explore attitudes toward virtual rehabilitation. Utilizing the Korean version of the ADOPT VR by Glegg et al., OT exhibited significantly more experience with virtual reality (VR) and active video games (AVG) than PT. Therapists with VR/AVG experience scored significantly higher in most categories, and the scores in each category were significantly correlated with the Behavioral Intention category, reflecting the willingness to use VR/AVG. The biggest barriers identified were insufficient funds and setup assistance for the equipment. Differences in responses between the groups with and without VR/AVG experience were most prominent in terms of lack of interest and funding. Therapists' attitudes, perceptions, and intentions toward VR/AVG are crucial factors in the establishment and implementation of VR/AVG; thus, the results of this study provide valuable evidence for future policies related to VR/AVG in rehabilitation medicine.

韩国治疗师对虚拟康复和主动视频游戏的态度:全国调查。
在这项研究中,我们针对韩国的 191 名物理治疗师(PT)和 159 名职业治疗师(OT)进行了一项调查,以探讨他们对虚拟康复的态度。利用 Glegg 等人编写的韩国版 ADOPT VR,职业治疗师在虚拟现实(VR)和主动视频游戏(AVG)方面的经验明显多于物理治疗师。具有 VR/AVG 经验的治疗师在大多数类别中的得分都明显较高,每个类别的得分都与行为意向类别明显相关,反映了使用 VR/AVG 的意愿。所发现的最大障碍是资金不足和设备安装协助。有 VR/AVG 经验和没有 VR/AVG 经验的群体在缺乏兴趣和资金方面的反应差异最为突出。治疗师对 VR/AVG 的态度、看法和意向是建立和实施 VR/AVG 的关键因素;因此,本研究的结果为未来康复医学中与 VR/AVG 相关的政策提供了宝贵的证据。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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