| Literature DB >> 35155988 |
Niamh Brady1,2, Jeremy Lewis3,4,5, Karen McCreesh6,7, Beate Dejaco8,9, Joseph G McVeigh1.
Abstract
Shoulder pain accounts for a large proportion of musculoskeletal disorders and years lived with disability. Musculoskeletal shoulder pain is challenging to manage and while research evidence suggests that exercise should be a cornerstone of shoulder pain rehabilitation, the exact type and dosage of exercise is unclear. Adherence is a barrier to successful outcomes with exercise-based management of musculoskeletal pain, especially for those with co-morbidities, high pain levels and reported boredom associated with competing prescribed exercise. Virtual reality (VR) may offer an effective platform for rehabilitation of musculoskeletal shoulder pain. Virtual Reality has been shown to be effective for management of acute and chronic pain conditions, for delivering education around various health conditions, and for supporting rehabilitation of neurological conditions. Therefore, it is possible that VR may have a role in the delivery of exercise and education for individuals with musculoskeletal shoulder pain. VR intervention design should involve several steps and begin with establishing early acceptability from users as to the suitability of the technology in clinical practice as well as potential barriers and facilitators to using the technology successfully. This study will therefore aim to explore physiotherapists beliefs and perspectives of immersive VR as a platform for assessment and rehabilitation in patients with musculoskeletal shoulder pain. Further, this study will inform the development of a VR intervention for use in the rehabilitation of musculoskeletal shoulder pain. A series of online focus groups will be conducted with physiotherapists in Ireland using a qualitative descriptive approach to data analysis. A six-phase process of data analysis will be carried out to identify important patterns and themes within the data. The current study will be the first to explore clinician's perspectives on the role of VR in musculoskeletal practice. Copyright:Entities:
Keywords: Immersive; Musculoskeletal; Qualitative; Rehabilitation; Shoulder Pain; Virtual Reality
Year: 2022 PMID: 35155988 PMCID: PMC8808320 DOI: 10.12688/hrbopenres.13239.2
Source DB: PubMed Journal: HRB Open Res ISSN: 2515-4826
Thematic Analysis Process, Adapted from Braun and Clarke, 2012.
| Phase | Tasks |
|---|---|
| Phase 1 | Familiarisation with the data, including the transcription of video
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| Phase 2 | Creation of initial codes, a code being an identifier for some feature
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| Phase 3 | Analysing and sorting these codes into broader themes and
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| Phase 4 | Reviewing and refining of themes, such as discarding themes
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| Phase 5 | Further refinement of themes and writing a detailed analysis of
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| Phase 6 | Producing the final report from the detailed analysis of the themes. |