Literature DB >> 28816511

Virtual Reality and Active Videogame-Based Practice, Learning Needs, and Preferences: A Cross-Canada Survey of Physical Therapists and Occupational Therapists.

Danielle Levac1, Stephanie Glegg2,3, Heather Colquhoun4, Patricia Miller5, Farzad Noubary6,7.   

Abstract

OBJECTIVE: Describe the clinical use of virtual reality (VR)/active videogaming (AVG) by physical therapists (PTs) and occupational therapists (OTs) in Canada, identify usage barriers and facilitators, evaluate factors that predict intention to use VR/AVGs, and determine therapists' learning needs.
DESIGN: Cross-sectional survey.
MATERIALS AND METHODS: Online survey of therapists in Canada who were members of 1 of 26 professional PT or OT colleges or associations using the Assessing Determinants Of Prospective Take-up of Virtual Reality (ADOPT-VR2) Instrument.
RESULTS: We received 1071 (506 PTs, 562 OTs, 3 dual-trained) responses. Forty-six percent had clinical VR/AVG experience; only 12% reported current use, with the Wii being the most clinically accessible (41%) system. Therapists used VR/AVGs primarily in rehabilitation (32%) and hospital (29%) settings, preferentially targeting balance (39.3%) and physical activity (19.8%) outcomes. Stroke (25.8%), brain injury (15.3%), musculoskeletal (14.9%), and cerebral palsy (10.5%) populations were most frequently treated. Therapists with VR/AVG experience rated all ADOPT-VR2 constructs more highly than did those without experience (P < 0.001). Factors predictive of intention to use VR included the technology's perceived usefulness and therapist self-efficacy in VR/AVG use (P < 0.001). Highest-rated barriers to VR/AVG use were lack of funds, space, time, support staff, and appropriate clients, whereas facilitators included client motivation, therapist knowledge, and management support. Most (76%) respondents were interested in learning more.
CONCLUSION: Understanding use, predictors of use, and learning needs is essential for developing knowledge translation initiatives to support clinical integration of VR/AVGs. Results of this first national survey will inform the creation of resources to support therapists in this field.

Entities:  

Keywords:  Active videogames; Knowledge translation; Survey; Virtual reality

Mesh:

Year:  2017        PMID: 28816511     DOI: 10.1089/g4h.2016.0089

Source DB:  PubMed          Journal:  Games Health J        ISSN: 2161-783X


  13 in total

Review 1.  Barriers, Facilitators and Interventions to Support Virtual Reality Implementation in Rehabilitation: A Scoping Review.

Authors:  Stephanie Miranda Nadine Glegg; Danielle Elaine Levac
Journal:  PM R       Date:  2018-11       Impact factor: 2.298

2.  Does Narrative Feedback Enhance Children's Motor Learning in a Virtual Environment?

Authors:  Danielle E Levac; Amy S Lu
Journal:  J Mot Behav       Date:  2018-04-30       Impact factor: 1.328

Review 3.  What is the impact of user affect on motor learning in virtual environments after stroke? A scoping review.

Authors:  Nina Rohrbach; Emily Chicklis; Danielle Elaine Levac
Journal:  J Neuroeng Rehabil       Date:  2019-06-27       Impact factor: 4.262

4.  Acceptance of immersive head-mounted virtual reality in older adults.

Authors:  Hanne Huygelier; Brenda Schraepen; Raymond van Ee; Vero Vanden Abeele; Céline R Gillebert
Journal:  Sci Rep       Date:  2019-03-14       Impact factor: 4.379

5.  Comparison of neuromuscular and cardiovascular exercise intensity and enjoyment between standard of care, off-the-shelf and custom active video games for promotion of physical activity of persons post-stroke.

Authors:  Judith E Deutsch; Aurora James-Palmer; Harish Damodaran; Urska Puh
Journal:  J Neuroeng Rehabil       Date:  2021-04-14       Impact factor: 4.262

6.  End-user involvement in rehabilitation virtual reality implementation research.

Authors:  Rachel Proffitt; Stephanie Glegg; Danielle Levac; Belinda Lange
Journal:  J Enabling Technol       Date:  2019-06-17

7.  Rehabilitation through virtual reality: physical activity of patients admitted to the intensive care unit.

Authors:  Tamires Teixeira Gomes; Debora Stripari Schujmann; Carolina Fu
Journal:  Rev Bras Ter Intensiva       Date:  2019 Oct-Dec

Review 8.  Leap Motion Controller Video Game-Based Therapy for Upper Extremity Motor Recovery in Patients with Central Nervous System Diseases. A Systematic Review with Meta-Analysis.

Authors:  Irene Cortés-Pérez; Noelia Zagalaz-Anula; Desirée Montoro-Cárdenas; Rafael Lomas-Vega; Esteban Obrero-Gaitán; María Catalina Osuna-Pérez
Journal:  Sensors (Basel)       Date:  2021-03-15       Impact factor: 3.576

9.  Effects of Semi-Immersive Virtual Reality-Based Cognitive Training Combined with Locomotor Activity on Cognitive Function and Gait Ability in Community-Dwelling Older Adults.

Authors:  Na-Kyoung Hwang; Jong-Bae Choi; Dae-Kil Choi; Jae-Min Park; Chang-Wan Hong; Ji-Su Park; Tae-Hyung Yoon
Journal:  Healthcare (Basel)       Date:  2021-06-28

Review 10.  Gamified Neurorehabilitation Strategies for Post-stroke Motor Recovery: Challenges and Advantages.

Authors:  Jenna Tosto-Mancuso; Laura Tabacof; Joseph E Herrera; Erica Breyman; Sophie Dewil; Mar Cortes; Loreene Correa-Esnard; Christopher P Kellner; Neha Dangayach; David Putrino
Journal:  Curr Neurol Neurosci Rep       Date:  2022-03-12       Impact factor: 6.030

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