Patients’ and Health Professionals’ Experiences of Using Virtual Reality Technology for Upper Limb Training after Stroke: A Qualitative Substudy
Hindawi
Rehabilitation Research and Practice
Volume 2018, Article ID 4318678, 11 pages
https://doi.org/10.1155/2018/4318678
Research Article
Patients’ and Health Professionals’ Experiences of
Using Virtual Reality Technology for Upper Limb Training after
Stroke: A Qualitative Substudy
Hanne Pallesen ,1 Mette Brændstrup Andersen,1 Gunhild Mo Hansen,1
Camilla Biering Lundquist,1 and Iris Brunner1,2
1
Hammel Neurorehabilitation Centre and University Research Clinic, RM, University of Aarhus, Aarhus, Denmark
Department of Global Public Health and Primary Care, University of Bergen, Bergen, Norway
2
Correspondence should be addressed to Hanne Pallesen;
Received 16 October 2017; Accepted 16 January 2018; Published 8 February 2018
Academic Editor: Maria Gabriella Ceravolo
Copyright © 2018 Hanne Pallesen et al. This is an open access article distributed under the Creative Commons Attribution License,
which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited.
Background. In recent years, virtual reality (VR) therapy systems for upper limb training after stroke have been increasingly used
in clinical practice. Therapy systems employing VR technology can enhance the intensity of training and can also boost patients’
motivation by adding a playful element to therapy. However, reports on user experiences are still scarce. Methods. A qualitative
investigation of patients’ and therapists’ perspectives on VR upper limb training. Semistructured face-to-face interviews were
conducted with six patients in the final week of the VR intervention. Therapists participated in two focus group interviews after the
completion of the intervention. The interviews were analyzed from a phenomenological perspective emphasizing the participants’
perceptions and interpretations. Results. Five key themes were identified from the patients’ perspectives: (i) motivational factors, (ii)
engagement, (iii) perceived improvements, (iv) individualization, and (v) device malfunction. The health professionals described
the same themes as the patients but less positively, emphasizing negative technical challenges. Conclusion. Patients and therapists
mainly valued the intensive and motivational character of VR training. The playful nature of the training appeared to have a
significant influence on the patients’ moods and engagement and seemed to promote a “gung-ho” spirit, so they felt that they
could perform more repetitions.
1. Introduction
Stroke is one of the most frequently occurring diseases in
modern society and often leads to lifelong critical disability [1,
2]. Approximately two-thirds of stroke survivors experience
motor deficits of the upper limb, resulting in reduced quality
of life [3]. Repetition is one of the key factors in regaining
motor function after stroke [4, 5]. Studies in animals have
shown that at least 400 repetitions are needed to induce
plastic changes in the brain [4].
Over the last 10 years, virtual reality (VR) technology
has been introduced into neurorehabilitation, in particular
with the intention of facilitating motor function recovery by
way of many repetitions [6]. Novel VR rehabilitation systems
increase intensity and seem to offer challenging and motivating tasks [7]. Upper limb VR training provides a higher
degree of activity, compared with conventional training, for
severely affected subacute patients after stroke [8]. There is
not yet much data on the use of VR systems for rehabilitation
and/or commercial gaming devices in clinical practice for
upper limb rehabilitation after stroke [9]. A British survey
concluded that commercial gaming consoles are used by
almost a fifth of therapists. Gaming was reported to be
enjoyable, but therapists described barriers related to time,
space, and cost [10]. Few studies have focused on patients’
and therapists’ perceptions of upper limb VR training [11,
12]. Participants with chronic stroke reported that the upper
limb VR training was motivational; however, they expressed
frustrations about technical challenges [12]. According to
another study, which concentrated on the therapist perspective, VR was perceived as a useful additional treatment
tool to complement conventional methods. However, it was
2
emphasized that VR could not replace the therapist’s clinical
reasoning or their social interaction with the patients [11].
A growing number of studies suggest that VR for upper
limb training could be beneficial in the chronic phase [13].
However, only a few minor studies have enrolled patients
in the acute and subacute phases. Furthermore, none have
focused on the subacute stroke patient’s experiences of
VR upper limb training. Therefore, a qualitative substudy
was conducted as part of the Virtual Reality for Upper
Extremity after Stroke (VIRTUES) trial. This trial is registered
with ClinicalTrials.gov NCT02079103. This randomized controlled multicentre trial was performed at five rehabilitation
hospitals in three countries to examine the benefit of VR
technology on upper limb motor recovery after stroke [14].
Over a period of four weeks, 120 patients were offered
additional VR arm training in 4-5 training sessions a week,
each of 45–60 minutes’ duration, led by a physiotherapist or
an occupational therapist.
1.1. The VR System. The YouGrabber system (YouRehab Ltd.,
Switzerland) is an example of a therapeutic VR upper limb
training in stroke rehabilitation. The YouGrabber system
includes wearable data gloves with sensors and training
software with a range of gaming options. The system offers
several VR rehabilitation scenarios, providing a graded training programme of goal-oriented reaching and/or grasping
exercises. YouGrabber (YG) was chosen because its range of
therapy modes allows the inclusion of patients with a broad
range of arm motor impairments, from mildly to severely
reduced function, and because of its moderate costs, compared to other technology-based rehabilitation products [14].
YG offers participants seven different games, giving visual
feedback upon attainment for each game (Airplan, Magic
Finger, ToyCatching, Catch the Carrot, Tomato Juggling, and
Shopping).
The purpose of this article is to explore patients’ and
therapists’ experiences of using a VR rehabilitation system for
upper limb training after stroke. The current study focuses on
experiences of VR upper limb training in the subacute phase.
2. Methods
2.1. Study Design. A qualitative approach was chosen,
because the aim of the study was to illuminate the perspectives and experiences of the individual stroke patient and
therapist using VR arm training in subacute rehabilitation
setting in Denmark. A qualitative approach enables the
researcher to enter the world of the participants and gain
insight into their thoughts and feelings [15]. The interviews
were inspired by the phenomenological theoretical perspective and aimed to explore the participants’ perceptions,
interpretations of their own exper (...truncated)