持续性非特异性颈痛患者在家庭环境中使用沉浸式虚拟现实严肃游戏的体验:定性研究。

IF 3.5 4区 医学 Q1 ORTHOPEDICS Physical Therapy Pub Date : 2024-10-10 DOI:10.1093/ptj/pzae149
Alexandre Luc, Nicolas Lambricht, Isabelle Aujoulat, Christine Detrembleur, Laurent Pitance
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引用次数: 0

摘要

研究目的本研究旨在探讨持续性非特异性颈部疼痛患者在家中使用沉浸式虚拟现实(VR)严肃游戏两周后的体验:在这项描述性定性研究中,我们在 2 周后在参与者家中进行了半结构化一对一访谈。采用定性内容分析法对访谈进行分析。样本量的确定采用了信息功率概念("信息功率 "是指样本为解决研究问题所提供的相关信息量):11名患有持续性或复发性非特异性颈部疼痛的成年人参与了研究。研究确定了三个主要类别。第一类与家庭环境有关,表明参与者对在家的感受不一,但对在家中使用沉浸式 VR 持积极态度。第二项涉及作为一种新技术的沉浸式 VR,表明其总体舒适度、用户友好性以及参与者体验到的不同程度的沉浸感和临场感。第三部分侧重于在沉浸式 VR 中进行锻炼,与传统锻炼进行比较,探讨使用的促进因素和障碍,并讨论将该技术融入康复的各个方面:结论:几乎所有参与者都认为身临其境的虚拟现实技术舒适且易于使用。与传统练习相比,参与者认为在身临其境的 VR 中进行锻炼既有动力又令人愉悦。事实证明,家庭环境适合使用沉浸式 VR,但面临的挑战包括自主性和与人的接触减少。与会者强调了使用身临其境虚拟现实严肃游戏的促进因素和障碍,以及身临其境虚拟现实的康复潜力。他们还强调了物理治疗师在指导、远程监督和个性化治疗方面的关键作用:这些发现有助于临床医生更好地了解持续性非特异性颈部疼痛患者在使用沉浸式 VR 时的体验,以及在家中的使用情况。这种理解可以改善对患者的护理,并优化沉浸式 VR 作为一种治疗方法的效果。
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Experiences of People With Persistent Nonspecific Neck Pain Who Used Immersive Virtual Reality Serious Games in the Home Setting: A Qualitative Study.

Objective: The purpose of this study was to explore the experiences of individuals with persistent nonspecific neck pain who used immersive virtual reality (VR) serious games at home for 2 weeks.

Methods: In this descriptive qualitative study, semi-structured one-on-one interviews were conducted at the participant's home after the 2-week period. Interviews were analyzed using qualitative content analysis. Sample size was determined using the information power concept (where "information power" refers to the amount of relevant information the sample provides for addressing the research question).

Results: Eleven adults with continuous or recurrent nonspecific neck pain participated in the study. Three main categories were identified. The first revolves around the home environment, revealing that participants had mixed perceptions about being at home, yet held a positive perspective on the utilization of immersive VR in that setting. The second pertains to immersive VR as a novel technology, indicating its overall comfort, user-friendliness, and varying degrees of immersion and presence experienced by the participants. The third focuses on exercising in immersive VR, drawing comparisons with conventional exercises, exploring the facilitators and barriers to usage, and addressing various aspects of integrating this technology into rehabilitation.

Conclusion: Immersive VR was deemed comfortable for almost all participants and easy to use. Participants found exercising in immersive VR motivating and enjoyable, compared to conventional exercises. The home environment proved suitable for using immersive VR, though challenges included autonomy and reduced human contact. Participants highlighted facilitators and barriers in using immersive VR serious games, as well as immersive VR's rehabilitation potential. They also underscored the crucial role of physical therapists for guidance, remote supervision, and personalized treatment.

Impact: These findings could help clinicians to better understand the experiences of individuals with persistent nonspecific neck pain when using immersive VR, as well as its use at home. This understanding can improve patient care and optimize the effectiveness of immersive VR as a treatment method.

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来源期刊
Physical Therapy
Physical Therapy Multiple-
CiteScore
7.10
自引率
0.00%
发文量
187
审稿时长
4-8 weeks
期刊介绍: Physical Therapy (PTJ) engages and inspires an international readership on topics related to physical therapy. As the leading international journal for research in physical therapy and related fields, PTJ publishes innovative and highly relevant content for both clinicians and scientists and uses a variety of interactive approaches to communicate that content, with the expressed purpose of improving patient care. PTJ"s circulation in 2008 is more than 72,000. Its 2007 impact factor was 2.152. The mean time from submission to first decision is 58 days. Time from acceptance to publication online is less than or equal to 3 months and from acceptance to publication in print is less than or equal to 5 months.
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