Views of people with MS regarding VR-exergaming to improve physical function and cognition: a qualitative study.

IF 2 4区 医学 Q1 REHABILITATION Disability and Rehabilitation Pub Date : 2025-10-01 Epub Date: 2025-02-20 DOI:10.1080/09638288.2025.2461265
Amir Majid Moeinzadeh, Allyson Calder, Carl Petersen, Simon Hoermann
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Abstract

Purpose: To investigate the perceptions and experiences of people with MS (PwMS) regarding immersive VR-exergaming as a potential enhancement to rehabilitation programs.

Materials and methods: A qualitative descriptive approach explored the experiences of PwMS in Christchurch, New Zealand. Data were collected through semi-structured interviews during which participants (n = 6) trialed immersive VR-exergaming. Inductive reflexive thematic analysis interpreted their experiences. The study adhered to the Consolidated Criteria for Reporting Qualitative Research (COREQ) guidelines.

Results: Three main themes identified: 1) Physical Activity for Fun, Fitness, and Wellness: Participants valued physical activity for symptom management but faced barriers like self-efficacy and accessibility. 2) Perceived Benefits of Rehabilitation: VR-exergaming was seen as a tool to improve physical capabilities, cognition, and alleviate fatigue. 3) The VR Gaming Experience, Perceptions Pre- and Post-VR Trial: Participants had varying familiarity with VR-exergaming but expressed positive perceptions, noting safety, cost, comfort, and setup challenges.

Conclusions: PwMS value physical activity for maintaining abilities but face barriers like self-efficacy and accessibility. VR-exergaming received positive feedback for enhancing physical abilities. Safety and comfort issues need addressing. Further research should explore usability and effectiveness, considering the needs and preferences of PwMS.

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MS患者对vr游戏改善身体功能和认知的看法:一项定性研究。
目的:探讨多发性硬化症患者(PwMS)对沉浸式虚拟现实游戏作为潜在增强康复计划的感知和体验。材料和方法:定性描述方法探讨了新西兰基督城PwMS的经验。通过半结构化访谈收集数据,在此期间,参与者(n = 6)尝试沉浸式vr游戏。归纳反身的主位分析诠释了他们的经历。该研究遵循了报告定性研究的综合标准(COREQ)指南。结果:确定了三个主要主题:1)体育活动的乐趣,健身和健康:参与者重视体育活动的症状管理,但面临自我效能感和可及性等障碍。2)康复的感知益处:vr游戏被视为提高身体能力、认知和缓解疲劳的工具。3) VR游戏体验和感知:参与者对VR游戏的熟悉程度各不相同,但都表达了积极的看法,注意到安全性、成本、舒适度和设置挑战。结论:PwMS重视身体活动对维持能力的作用,但存在自我效能感和可及性等障碍。vr游戏在增强身体能力方面得到了积极的反馈。安全和舒适问题需要解决。进一步的研究应该探索可用性和有效性,考虑到PwMS的需求和偏好。
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来源期刊
Disability and Rehabilitation
Disability and Rehabilitation 医学-康复医学
CiteScore
5.00
自引率
9.10%
发文量
415
审稿时长
3-6 weeks
期刊介绍: Disability and Rehabilitation along with Disability and Rehabilitation: Assistive Technology are international multidisciplinary journals which seek to encourage a better understanding of all aspects of disability and to promote rehabilitation science, practice and policy aspects of the rehabilitation process.
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