Literature DB >> 30503231

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

Stephanie Miranda Nadine Glegg1, Danielle Elaine Levac2.   

Abstract

Virtual reality and active video games (VR/AVGs) are promising rehabilitation tools because of their potential to facilitate abundant, motivating, and feedback-rich practice. However, clinical adoption remains low despite a growing evidence base and the recent development of clinically accessible and rehabilitation-specific VR/AVG systems. Given clinicians' eagerness for resources to support VR/AVG use, a critical need exists for knowledge translation (KT) interventions to facilitate VR/AVG integration into clinical practice. KT interventions have the potential to support adoption by targeting known barriers to, and facilitators of, change. This scoping review of the VR/AVG literature uses the Theoretical Domains Framework (TDF) to (1) structure an overview of known barriers and facilitators to clinical uptake of VR/AVGs for rehabilitation; (2) identify KT strategies to target these factors to facilitate adoption; and (3) report the results of these strategies. Barriers/facilitators and evaluated or proposed KT interventions spanned all but 1 and 2 TDF domains, respectively. Most frequently cited barriers/facilitators were found in the TDF domains of Knowledge, Skills, Beliefs About Capabilities, Beliefs About Consequences, Intentions, Goals, Environmental Context and Resources, and Social Influences. Few studies empirically evaluated KT interventions to support adoption; measured change in VR/AVG use did not accompany improvements in self-reported skills, attitudes, and knowledge. Recommendations to target frequently identified barriers include technology development to meet end-user needs more effectively, competency development for end-users, and facilitated VR/AVG implementation in clinical settings. Subsequent research can address knowledge gaps in both clinical and VR/AVG implementation research, including on KT intervention effectiveness and unexamined TDF domain barriers. LEVEL OF EVIDENCE: IV.
Copyright © 2018 American Academy of Physical Medicine and Rehabilitation. Published by Elsevier Inc. All rights reserved.

Entities:  

Mesh:

Year:  2018        PMID: 30503231      PMCID: PMC6752033          DOI: 10.1016/j.pmrj.2018.07.004

Source DB:  PubMed          Journal:  PM R        ISSN: 1934-1482            Impact factor:   2.298


  38 in total

1.  Changing provider behavior: an overview of systematic reviews of interventions.

Authors:  J M Grimshaw; L Shirran; R Thomas; G Mowatt; C Fraser; L Bero; R Grilli; E Harvey; A Oxman; M A O'Brien
Journal:  Med Care       Date:  2001-08       Impact factor: 2.983

2.  Virtual reality stroke rehabilitation--hype or hope?

Authors:  Kate Laver; Stacey George; Julie Ratcliffe; Maria Crotty
Journal:  Aust Occup Ther J       Date:  2011-01-09       Impact factor: 1.856

3.  When is virtual reality "therapy"?

Authors:  Danielle E Levac; Jane Galvin
Journal:  Arch Phys Med Rehabil       Date:  2012-11-02       Impact factor: 3.966

4.  Integrating virtual reality video games into practice: clinicians' experiences.

Authors:  Danielle E Levac; Patricia A Miller
Journal:  Physiother Theory Pract       Date:  2013-01-30       Impact factor: 2.279

5.  Usual and virtual reality video game-based physiotherapy for children and youth with acquired brain injuries.

Authors:  Danielle Levac; Patricia Miller; Cheryl Missiuna
Journal:  Phys Occup Ther Pediatr       Date:  2011-09-26       Impact factor: 2.360

6.  Virtual reality: feasibility of implementation in a regional burn center.

Authors:  L A Markus; K E Willems; C C Maruna; C L Schmitz; T A Pellino; J R Wish; L D Faucher; M J Schurr
Journal:  Burns       Date:  2009-05-17       Impact factor: 2.744

7.  Scoping studies: advancing the methodology.

Authors:  Danielle Levac; Heather Colquhoun; Kelly K O'Brien
Journal:  Implement Sci       Date:  2010-09-20       Impact factor: 7.327

8.  Validation of the theoretical domains framework for use in behaviour change and implementation research.

Authors:  James Cane; Denise O'Connor; Susan Michie
Journal:  Implement Sci       Date:  2012-04-24       Impact factor: 7.327

9.  Knowledge translation of research findings.

Authors:  Jeremy M Grimshaw; Martin P Eccles; John N Lavis; Sophie J Hill; Janet E Squires
Journal:  Implement Sci       Date:  2012-05-31       Impact factor: 7.327

Review 10.  Embracing change: practical and theoretical considerations for successful implementation of technology assisting upper limb training in stroke.

Authors:  Ananda Hochstenbach-Waelen; Henk A M Seelen
Journal:  J Neuroeng Rehabil       Date:  2012-08-02       Impact factor: 4.262

View more
  11 in total

1.  Virtual Reality Training Using Nintendo Wii Games for Patients With Stroke: Randomized Controlled Trial.

Authors:  Naveed Anwar; Hossein Karimi; Ashfaq Ahmad; Syed Amir Gilani; Kehkshan Khalid; Ahmed Sohaib Aslam; Asif Hanif
Journal:  JMIR Serious Games       Date:  2022-06-13       Impact factor: 3.364

2.  A focus group study of therapists' views on using a novel neuroanimation virtual reality game to deliver intensive upper-limb rehabilitation early after stroke.

Authors:  Rachel C Stockley; Danielle L Christian
Journal:  Arch Physiother       Date:  2022-06-15

3.  Design and Development of a Virtual Reality-Based Mobility Training Game for People With Parkinson's Disease.

Authors:  James M Finley; Marientina Gotsis; Vangelis Lympouridis; Shreya Jain; Aram Kim; Beth E Fisher
Journal:  Front Neurol       Date:  2021-01-15       Impact factor: 4.003

4.  Will virtual rehabilitation replace clinicians: a contemporary debate about technological versus human obsolescence.

Authors:  Tal Krasovsky; Anat V Lubetzky; Philippe S Archambault; W Geoffrey Wright
Journal:  J Neuroeng Rehabil       Date:  2020-12-09       Impact factor: 4.262

5.  Effects of virtual reality training on occupational performance and self-efficacy of patients with stroke: a randomized controlled trial.

Authors:  Yi Long; Rang-Ge Ouyang; Jia-Qi Zhang
Journal:  J Neuroeng Rehabil       Date:  2020-11-13       Impact factor: 4.262

6.  Virtual Reality Aided Therapy towards Health 4.0: A Two-Decade Bibliometric Analysis.

Authors:  Zhen Liu; Lingfeng Ren; Chang Xiao; Ke Zhang; Peter Demian
Journal:  Int J Environ Res Public Health       Date:  2022-01-28       Impact factor: 3.390

7.  Self-Directed Exergaming for Stroke Upper Limb Impairment Increases Exercise Dose Compared to Standard Care.

Authors:  Michelle Broderick; Leeza Almedom; Etienne Burdet; Jane Burridge; Paul Bentley
Journal:  Neurorehabil Neural Repair       Date:  2021-08-27       Impact factor: 3.919

8.  Rehabilitation Supported by Technology: Protocol for an International Cocreation and User Experience Study.

Authors:  Sylvie Bernaerts; Nele A J De Witte; Vicky Van der Auwera; Bert Bonroy; Luiza Muraru; Panagiotis Bamidis; Christos Frantzidis; Chrysoula Kourtidou-Papadeli; Nancy Azevedo; Jokin Garatea; Idoia Muñoz; Rosa Almeida; Raquel Losada; Joyce Fung; Eva Kehayia; Anouk Lamontagne; Elaine de Guise; Cyril Duclos; Johanne Higgins; Sylvie Nadeau; Lucie Beaudry; Evdokimos Konstantinidis
Journal:  JMIR Res Protoc       Date:  2022-03-10

Review 9.  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

10.  Virtual Reality Exposure Therapy for Fear of Heights: Clinicians' Attitudes Become More Positive After Trying VRET.

Authors:  Elise Rimer; Lars Vågsholm Husby; Stian Solem
Journal:  Front Psychol       Date:  2021-07-15
View more

北京卡尤迪生物科技股份有限公司 © 2022-2023.