2016
DOI: 10.1155/2016/6210508
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Therapists’ Perspective on Virtual Reality Training in Patients after Stroke: A Qualitative Study Reporting Focus Group Results from Three Hospitals

Abstract: Background. During the past decade, virtual reality (VR) has become a new component in the treatment of patients after stroke. Therefore aims of the study were (a) to get an insight into experiences and expectations of physiotherapists and occupational therapists in using a VR training system and (b) to investigate relevant facilitators, barriers, and risks for implementing VR training in clinical practice. Methods. Three focus groups were conducted with occupational therapists and physiotherapists, specialise… Show more

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Cited by 35 publications
(39 citation statements)
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References 28 publications
(29 reference statements)
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“…Therapist experience with the system [4,14,18,22] Client experience with the system [30] Skills to optimize patient outcomes [17] Opportunity for practice [7,14,15,19,30,32] Interactive education/training for hands-on learning [5,6,17,19,20,29,30] Use of case examples [6] Video tutorials targeting specific learning needs [19,20] Individualized 1:1 clinical mentoring [6,22] Online support strategies [4,6] Competency development framework to guide self-evaluation and development of competencies required for clinical VR use [6,22,29] Social/professional role and identity: A coherent set of behaviors and displayed personal qualities of an individual in a social or work setting Attitude of therapist toward the technology [4,6,7,22,30] Attitude of patient toward the technology [7,19,21] Reconciling therapist role in gaming context [7,25] Being tech-savvy (clients and therapists) [4,14,22] Compatibility with treatment preferences/needs [4,…”
Section: Facilitated Implementation In Clinical Settingsmentioning
confidence: 99%
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“…Therapist experience with the system [4,14,18,22] Client experience with the system [30] Skills to optimize patient outcomes [17] Opportunity for practice [7,14,15,19,30,32] Interactive education/training for hands-on learning [5,6,17,19,20,29,30] Use of case examples [6] Video tutorials targeting specific learning needs [19,20] Individualized 1:1 clinical mentoring [6,22] Online support strategies [4,6] Competency development framework to guide self-evaluation and development of competencies required for clinical VR use [6,22,29] Social/professional role and identity: A coherent set of behaviors and displayed personal qualities of an individual in a social or work setting Attitude of therapist toward the technology [4,6,7,22,30] Attitude of patient toward the technology [7,19,21] Reconciling therapist role in gaming context [7,25] Being tech-savvy (clients and therapists) [4,14,22] Compatibility with treatment preferences/needs [4,…”
Section: Facilitated Implementation In Clinical Settingsmentioning
confidence: 99%
“…Perceived therapeutic benefit to clients [4,6,14,16,19,22,27] Perceived match to client's goals/needs [4,6,7,14,17,19,22,25,30,31] Perceived match to therapist's needs [4,6,22,30,31] Perceived motivational utility [4,6,7,19,22,28] Evidence syntheses to raise awareness of the potential benefits of VR use [6,29] Demonstrate clinical utility in the clinical setting [30] Concerns about screen time [6,17] Transfer of training to real life [4,16,18,20,22,24,25,32] Privacy concerns of social media use/confidentiality of data [25] Potential for physical fatigue [26] Confidence in expert clinician/mentor [14] Ethical issues [24] Legal issues [24] Relative advantage over other options [4,…”
Section: Facilitated Implementation In Clinical Settingsmentioning
confidence: 99%
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