Luc, Alexandre
[UCL]
Lambricht, Nicolas
[UCL]
Aujoulat, Isabelle
[UCL]
Detrembleur, Christine
[UCL]
Pitance, Laurent
[UCL]
Background and aim: Immersive virtual reality (VR) has been studied for several years as a treatment for chronic neck pain. This type of rehabilitation, which can be performed at home, is promising and seems to be at least as effective as conventional chronic neck pain treatments. Exploring the experiences of people with chronic neck pain who use this type of rehabilitation at home could help improve VR home rehabilitation programs based on patients' needs, preferences, and expectations. The aim of this study is to explore the experience of people with chronic non-specific neck pain (CNSNP) who used immersive VR serious games at home. Methods: Over a 2-week period, adults with CNSNP used different immersive VR serious games at home, targeting cervical range of motion, speed, and control of movement. After this period, semi-structured interviews were conducted on the use of the games at home. The interviews were audio-recorded and transcribed verbatim. A qualitative content analysis was performed in order to highlight the predominant categories. Sample size was determined using the information power concept. Results: Eleven people with CNSNP (7 females, age range: 24-64 years) were interviewed between June 2022 and December 2022, using convenience and snowballing sampling. Four main categories were identified: 1) The home as environment; 2) Use of a new technology; 3) Exercising in immersive VR; Facilitators and barriers to use. Conclusions: Our qualitative data provide new insights into the experiences of people with CNSNP after using immersive VR at home. Participants found it motivating and fun to exercise in immersive VR and compared it to conventional exercises. The home has proven to be a suitable environment for the use of immersive VR, with many advantages. Participants also highlighted some of the facilitators and barriers to using immersive VR serious games, as well as the potential of immersive VR in home-based rehabilitation. While participants appreciated the self-use of immersive VR serious games, they highlighted the important role of the physiotherapist for advice, remote supervision, and individualization of treatment.
Bibliographic reference |
Luc, Alexandre ; Lambricht, Nicolas ; Aujoulat, Isabelle ; Detrembleur, Christine ; Pitance, Laurent. Experiences of using immersive virtual reality serious games at home in people with chronic non-specific neck pain: A qualitative study..European Congress Manual Therapy (ECMT) 2023 (Gand (Belgique), du 15/09/2023 au 16/09/2023). |
Permanent URL |
http://hdl.handle.net/2078.1/278573 |