Therapists’ Perspective on Virtual Reality Training in Patients after Stroke: A Qualitative Study Reporting Focus Group Results from Three Hospitals
Hindawi Publishing Corporation
Stroke Research and Treatment
Volume 2016, Article ID 6210508, 12 pages
http://dx.doi.org/10.1155/2016/6210508
Research Article
Therapists’ Perspective on Virtual Reality Training in
Patients after Stroke: A Qualitative Study Reporting Focus
Group Results from Three Hospitals
Ludwig Schmid,1,2 Andrea Glässel,3 and Corina Schuster-Amft4,5
1
Physiotherapy Department, Rehabilitation Centre, KliniK Lengg, Zurich, Switzerland
Department of Physiotherapy, School of Health Professions, Bern University of Applied Sciences, Burgdorf, Switzerland
3
School of Health Professions, Institute of Health Sciences, Zurich University of Applied Sciences, Winterthur, Switzerland
4
Research Department, Reha Rheinfelden, Rheinfelden, Switzerland
5
Institute for Rehabilitation and Performance Technology, Bern University of Applied Sciences, Burgdorf, Switzerland
2
Correspondence should be addressed to Corina Schuster-Amft;
Received 5 August 2016; Revised 4 November 2016; Accepted 7 November 2016
Academic Editor: Wai-Kwong Tang
Copyright © 2016 Ludwig Schmid 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. During the past decade, virtual reality (VR) has become a new component in the treatment of patients after stroke.
Therefore aims of the study were (a) to get an insight into experiences and expectations of physiotherapists and occupational
therapists in using a VR training system and (b) to investigate relevant facilitators, barriers, and risks for implementing VR training
in clinical practice. Methods. Three focus groups were conducted with occupational therapists and physiotherapists, specialised
in rehabilitation of patients after stroke. All data were audio-recorded and transcribed verbatim. The study was analysed based
on a phenomenological approach using qualitative content analysis. Results. After code refinements, a total number of 1289 codes
emerged out of 1626 statements. Intercoder reliability increased from 53% to 91% until the last focus group. The final coding scheme
included categories on a four-level hierarchy: first-level categories are (a) therapists and VR, (b) VR device, (c) patients and VR, and
(d) future prospects and potential of VR developments. Conclusions. Results indicate that interprofessional collaboration is needed
to develop future VR technology and to devise VR implementation strategies in clinical practice. In principal, VR technology
devices were seen as supportive for a general health service model.
1. Background
Stroke is a frequent cause of livelong disability in adulthood
and is one of the most expensive diseases regarding patientcentred care [1]. To reduce the burden of upper limb limitations and to improve patients’ outcomes and independence,
new treatment concepts have to be developed and effectiveness of patient outcomes has to be investigated, respectively
[2]. Virtual reality (VR) is a novel computer technology that
was adapted for rehabilitation over the past decade [3]. It
is a computer technology that simulates real-life learning
while providing augmented feedback and a high intensity
of massed practiced tasks [4]. VR can be differentiated into
immersive and nonimmersive gaming systems. Immersive
systems enable players to move an avatar in a simulated
environment. Nonimmersive systems often focus on arm
or leg movements in simulated 3D environments [5]. VR
provides a safe environment for patients to explore functional capability without interference from their physical or
cognitive limitations [6]. As an example of a therapeutic VR
system, YouGrabber (YG, YouRehab© Ltd.) will be explored
in this study: it is a training system for upper limb training in stroke rehabilitation (Figure 1). It provides training
of bimanual reaching and grasping in combination with
different game options on a computer or television screen.
Patients’ movements are captured by two size-adjustable
data gloves and infrared arm tracking [7]. As Saposnik and
Levin reported in their meta-analysis, there are beneficial
effects for upper limb rehabilitation using VR in combination with conventional treatment approaches [8]. Analysed
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Stroke Research and Treatment
studies evaluated different aspects of VR including number of
repetitions and exercise intensity. While rehabilitation targets
are functional skills, most of VR implementation is working
with simulations that are playful but not directly relevant to
patients’ daily life [4]. To maximise benefits, the therapeutic
application of VR should be compatible with the therapeutic
goal setting [9]. Moreover, patients’ motivation and attention
are important factors stimulating motor relearning after
stroke [10].
Hence, patients often describe VR as an opportunity to
participate in enjoyable activities bridging environmental or
psychological barriers [11]. Patients welcome the opportunity
to increase functional independence and to extend therapeutic practice beyond the conventional therapy sessions [12].
However, limited knowledge exists about the therapists’
points of view on VR technology in general and their
experiences and expectations on VR in stroke rehabilitation
in particular.
Research Questions are as follows:
(1) What are experiences and expectations of physiotherapists (PT) and occupational therapists (OT) in
rehabilitation using a VR training system?
(2) What are important facilitators, barriers, and risks for
implementing VR training in clinical practice?
The YouGrabber training system (YG, YouRehab© Ltd.) is an
example of a therapeutic VR system for upper limb training
in stroke rehabilitation (Figure 1). It provides training of
bimanual reaching and grasping in combination with different game options on a computer or television screen. Patients’
movements are captured by two size-adjustable data gloves
and infrared arm tracking [7].
2. Methods
2.1. Aim, Design, and Data Collection Process. The study
aimed to explore the experiences and expectations of PTs
and OTs in neurorehabilitation using a VR training system. The focus group method with a purposeful sampling
strategy was selected to collect in-depth information about
the phenomenon of professional expert interaction [13]. The
framework of this qualitative study design was based on
a phenomenology approach to explore participants’ conceptions and everyday explanations. Phenomenology is a
characteristic approach for collecting and analysing lived
experiences and personal opinions, in particular in complex
interactions as a therapeutic treatment session [14].
Therapists from three different neurological rehabilitation centres in the German speaking part of Switzerland
(Reha Rheinfelden, University Hospital Inselspital Bern,
Bürgerspital Solothurn) were invited to participate in one
focus group session by email or personal communication. (...truncated)