Feasibility and User Experience of Immersive Virtual Reality-Based Rehabilitation in Patients With Stroke: Single-Arm Pretest-Posttest Pilot Study.

IF 4.7 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES
JMIR Serious Games Pub Date : 2026-03-11 DOI:10.2196/79584
Sara Arlati, Marta Mondellini, Isabella Martinelli, Eleonora Guanziroli, Mauro Rossini, Marco Sacco, Franco Molteni
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引用次数: 0

Abstract

Background: Immersive virtual reality (VR) is promising in stroke rehabilitation; it is believed to promote motivation and intervention adherence among patients. However, existing work often lacks a structured assessment of user experience over a longer period of time.

Objective: This study aimed to assess the feasibility, user experience, and preliminary effectiveness of a VR-based rehabilitation program designed for patients with stroke to train upper limb and cognitive functions.

Methods: Thirty-two chronic (n=19, 59%) or postacute (n=13, 41%) patients with stroke (mean age 60, SD 11 years) were enrolled. All participants performed 4 weeks of training, performing exercises in the Virtual Supermarket for Stroke (VSS). The VSS is an ecological VR-based application allowing customization of difficulty to make the task of "doing the shopping" more challenging throughout the sessions. Subjective outcomes were assessed after the first and last sessions. Clinical scales were administered at baseline and at the end of the treatment.

Results: Of 32 participants, 31 (97%) completed the training. Flow (median 4.56, IQR 3.94-4.72; 5-point scale), sense of presence (Spatial Presence: median 3.44, IQR 12.85-3.85; Engagement: median 3.79, IQR 3.26-4.191; Naturalness: median 3.60, IQR 3.20-4.40; all 5-point scales), and affective state-related variables (Positive and Negative Affect Schedule; Positive Affect: median 4.60, IQR 4.00-5.00; Negative Affect: median 1, IQR 1.00-1.00) were satisfactory after the first session. Perceived ease of use was rated as very high (median 6.75, IQR 6.00-7.00; 7-point scale). No severe symptoms of cybersickness were recorded (Simulator Sickness Questionnaire [SSQ-TS]: median 11.22, IQR 0-20.57). At the end of the intervention, no significant differences were recorded in any subjective variable. Regarding clinical outcomes, significant improvements were recorded in balance (Berg Balance Scale pre: median 30, IQR 14.00-45.75; post: median 33.5, IQR 17.00-47.00; P=.02), upper limb motor functions (Motricity Index pre: median 45, IQR 15.25-69.00; post: median 46, IQR 32.00-77.00; P=.02; Box and Block pre: median 0, IQR 0-11.5; post: median 0, IQR 0-28; P=.005), and functional mobility (Time Up and Go pre: median 18, IQR 13.25-34.50; post: median 14, IQR 9.00-26.00; P=.005). No significant differences were recorded for general cognitive abilities (Mini-Mental State Examination pre: median 27, IQR 25-28; post: median 28, IQR 26-29), spasticity, and pain (visual analog scale pre: median 0, IQR 0-3.5; post: median 0, IQR 0-2).

Conclusions: The study showed the preliminary feasibility of a rehabilitation program using the VSS. It addressed the essential topic of assessing VR-based rehabilitation user experience throughout the entire training period, shedding light on the features that can contribute to an optimal psychological experience. Clinical outcomes suggested that the VSS promoted neuroplasticity and that the recorded improvements could translate into meaningful functional gains in daily activities. Further studies with larger samples and patients with more severe disabilities are needed to confirm these results.

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基于沉浸式虚拟现实的脑卒中患者康复的可行性和用户体验:单臂前测后测先导研究。
背景:沉浸式虚拟现实(VR)在脑卒中康复中具有广阔的应用前景;它被认为可以促进患者的动机和干预依从性。然而,现有的工作往往缺乏对长期用户体验的结构化评估。目的:本研究旨在评估基于vr的脑卒中患者上肢和认知功能训练方案的可行性、用户体验和初步效果。方法:纳入32例慢性(n=19, 59%)或急性后(n=13, 41%)脑卒中患者(平均年龄60岁,SD 11岁)。所有参与者都进行了为期4周的训练,在中风虚拟超市(VSS)中进行锻炼。VSS是一个基于生态vr的应用程序,允许定制难度,使“购物”任务在整个会话中更具挑战性。在第一次和最后一次治疗后评估主观结果。临床量表在基线和治疗结束时进行。结果:32名参与者中,31名(97%)完成了培训。流(中位数4.56,IQR 3.94-4.72; 5分制),存在感(空间存在:中位数3.44,IQR 12.85-3.85;参与度:中位数3.79,IQR 3.26-4.191;自然度:中位数3.60,IQR 3.20-4.40;所有5分制)和情感状态相关变量(积极和消极影响计划;积极影响:中位数4.60,IQR 4.00-5.00;消极影响:中位数1,IQR 1.00-1.00)在第一次会议后令人满意。感知易用性被评为非常高(中位数为6.75,IQR为6.00-7.00;7分制)。无严重晕机症状(模拟晕机问卷[SSQ-TS]:中位数11.22,IQR 0-20.57)。在干预结束时,没有任何主观变量记录显著差异。关于临床结果,在平衡(Berg平衡量表前:中位数30,IQR 14.00-45.75;后:中位数33.5,IQR 17.00-47.00, P= 0.02)、上肢运动功能(运动指数前:中位数45,IQR 15.25-69.00;后:中位数46,IQR 32.00-77.00, P= 0.02; Box和Block前:中位数0,IQR 0-11.5;后:中位数0,IQR 0-28, P= 0.005)和功能活动(Time Up和Go前:中位数18,IQR 13.25-34.50;后:中位数14,IQR 9.00-26.00, P= 0.005)方面均有显著改善。一般认知能力(简易精神状态检查前:中位数27,IQR 25-28;后:中位数28,IQR 26-29)、痉挛和疼痛(视觉模拟量表前:中位数0,IQR 0-3.5;后:中位数0,IQR 0-2)无显著差异。结论:该研究显示了使用VSS进行康复计划的初步可行性。它解决了在整个训练期间评估基于vr的康复用户体验的基本主题,揭示了可以促进最佳心理体验的特征。临床结果表明,VSS促进了神经可塑性,记录的改善可以转化为日常活动中有意义的功能增益。需要对更大样本和更严重残疾患者进行进一步的研究来证实这些结果。
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来源期刊
JMIR Serious Games
JMIR Serious Games Medicine-Rehabilitation
CiteScore
7.30
自引率
10.00%
发文量
91
审稿时长
12 weeks
期刊介绍: JMIR Serious Games (JSG, ISSN 2291-9279) is a sister journal of the Journal of Medical Internet Research (JMIR), one of the most cited journals in health informatics (Impact Factor 2016: 5.175). JSG has a projected impact factor (2016) of 3.32. JSG is a multidisciplinary journal devoted to computer/web/mobile applications that incorporate elements of gaming to solve serious problems such as health education/promotion, teaching and education, or social change.The journal also considers commentary and research in the fields of video games violence and video games addiction.
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