User Acceptance of a Virtual Reality Beer Pong Intervention in Postoperative Rehabilitation: Exploratory Mixed Methods Study.

IF 1.8
JMIR XR and spatial computing Pub Date : 2026-08-06 eCollection Date: 2026-01-01 DOI:10.2196/82704
Tim Schneider, Merle Schlender, Verena Uslar, Sirko Pelzl, Daniela Salzmann, Nomi Anna Kreß, Navid Tabriz, Dirk Weyhe
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Abstract

Background: Postoperative patients often face pain, reduced mobility, and motivational barriers, while health care systems increasingly struggle with shortages of physiotherapy staff, making the evaluation of digital rehabilitation tools highly relevant. In this context, virtual reality (VR)-based rehabilitation has already shown promise in neurological and musculoskeletal settings, but evidence regarding its acceptance and usability in postoperative inpatient rehabilitation, particularly in surgical settings with potentially older, multimorbid patients, as well as the general acceptance and usability of VR-supported physiotherapy, is still insufficiently investigated.

Objective: This exploratory mixed methods study investigated the usability and acceptance of a VR-based rehabilitation application among postoperative patients and physiotherapists in a clinical setting. Secondary objectives were to gather initial data on potential differences in usability across age and gender groups and to explore patients' and physiotherapists' attitudes toward VR as a supplement or replacement for conventional physiotherapy.

Methods: This cross-sectional exploratory mixed methods study with prospective participant recruitment and data collection included 35 postoperative inpatients (17 female participants and 18 male participants; age groups: <40, 40-60, and >60 years) and 7 physiotherapists (4 female participants and 3 male participants) recruited from visceral surgery and orthopedic departments. Participants used a VR-based rehabilitation demonstrator ("Beer Pong," apoQlar GmbH) delivered through a head-mounted display (Meta Quest 3) for a standardized 5-minute session involving upper-limb movements and squatting exercises. The System Usability Scale (SUS) and a self-developed questionnaire were used to assess the usability of the whole system and general attitudes toward VR-supported physiotherapy. Usability ratings were analyzed descriptively and using a 2-way ANOVA to test for effects of age group and gender. Descriptive statistics were used to summarize responses on motivation, distraction, supplementation, and preferences regarding VR use.

Results: The overall mean SUS score was 73.21 (SD 13.74, 95% CI 68.49-77.93). No significant differences in usability ratings were found between age groups or genders. Most patients (29/35, 83%) agreed that the VR scenario increases motivation, and 92% (32/35) viewed VR exercises as a useful supplement to conventional physiotherapy. Physiotherapists reported an average SUS score of 74.64 (SD 10.04, 95% CI 65.35-83.93) and expressed positive attitudes toward VR implementation, as assessed using a self-developed questionnaire. However, only 20% (7/35) of patients believed VR could replace traditional therapy entirely.

Conclusions: The results of this pilot study seem to indicate high acceptance of VR-based rehabilitation applications by patients and physiotherapists in the clinical context of a postoperative setting. As one of the first studies to evaluate VR usability specifically in early postoperative inpatient rehabilitation, this work extends existing evidence beyond previously studied rehabilitation domains. Taken together with the possible potential to increase patients' motivation while relieving work strain on physiotherapists, these findings support further investigation through larger controlled trials to assess long-term usability, clinical efficacy, and integration into routine postoperative clinical care, even for older people.

用户接受虚拟现实啤酒乒乓球干预术后康复:探索性混合方法研究。
背景:术后患者经常面临疼痛、活动能力降低和动机障碍,而卫生保健系统日益与物理治疗人员短缺作斗争,使得数字康复工具的评估高度相关。在这种情况下,基于虚拟现实(VR)的康复已经在神经和肌肉骨骼方面显示出前景,但关于其在术后住院康复中的接受性和可用性的证据,特别是在潜在的老年、多病患者的手术环境中,以及VR支持的物理治疗的普遍接受性和可用性,仍然没有得到充分的调查。目的:本探索性混合方法研究了临床环境中基于vr的康复应用在术后患者和物理治疗师中的可用性和接受度。次要目标是收集不同年龄和性别群体的可用性潜在差异的初步数据,并探讨患者和物理治疗师对VR作为传统物理治疗的补充或替代的态度。方法:本横断面探索性混合方法研究纳入前瞻性参与者招募和数据收集,包括来自内脏外科和骨科的35例术后住院患者(女性17例,男性18例,年龄:60岁)和7名物理治疗师(女性4例,男性3例)。参与者使用基于vr的康复演示器(“Beer Pong”,apoQlar GmbH),通过头戴式显示器(Meta Quest 3)进行标准化的5分钟会话,包括上肢运动和下蹲练习。采用系统可用性量表(SUS)和自行开发的问卷来评估整个系统的可用性和对虚拟现实支持物理治疗的总体态度。可用性评级进行描述性分析,并使用双因素方差分析来检验年龄组和性别的影响。描述性统计用于总结关于VR使用的动机、分心、补充和偏好的反应。结果:总体平均SUS评分为73.21分(SD 13.74, 95% CI 68.49 ~ 77.93)。在可用性评分上,没有发现年龄组和性别之间的显著差异。大多数患者(29/35,83%)同意虚拟现实场景增加动力,92%(32/35)认为虚拟现实练习是传统物理治疗的有用补充。物理治疗师报告的平均SUS得分为74.64 (SD 10.04, 95% CI 65.35-83.93),并对VR的实施表达了积极的态度,通过自行编制的问卷进行评估。然而,只有20%(7/35)的患者认为VR可以完全取代传统治疗。结论:这项初步研究的结果似乎表明,在术后的临床环境中,患者和物理治疗师对基于vr的康复应用的接受度很高。作为首批评估VR在术后早期住院康复中的可用性的研究之一,这项工作将现有证据扩展到先前研究的康复领域之外。考虑到在减轻理疗师工作压力的同时增加患者动力的可能性,这些发现支持通过更大规模的对照试验进行进一步研究,以评估长期可用性、临床疗效,并将其纳入常规术后临床护理,甚至适用于老年人。
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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