Patient perspectives on virtual reality-based rehabilitation after knee surgery: Importance of level of difficulty
Author(s) -
Minyoung Lee,
Dongwon Suh,
Jaebum Son,
JungJin Kim,
Seon Deok Eun,
BumChul Yoon
Publication year - 2016
Publication title -
the journal of rehabilitation research and development
Language(s) - English
Resource type - Journals
eISSN - 1938-1352
pISSN - 0748-7711
DOI - 10.1682/jrrd.2014.07.0164
Subject(s) - rehabilitation , contraindication , physical therapy , virtual reality , knee surgery , physical medicine and rehabilitation , medicine , psychology , computer science , alternative medicine , human–computer interaction , pathology , osteoarthritis
This article explored the perspectives of 25 patients regarding virtual reality (VR)-based rehabilitation following knee surgery and identified the important factors that allowed patients to immerse themselves in rehabilitation. Qualitative analysis of data collected via open-ended questionnaire and quantitative analysis of data from physical assessments and surveys were conducted. In the open-ended questionnaire, the majority of participants mentioned level of difficulty as the most common reason for selecting both the most and the least immersive exercise programs. Quantitative analysis showed that participants experienced a high level of flow (3.9 +/- 0.3 out of 5.0) and a high rate of expectation of therapeutic effect (96%) and intention of exercise adherence (96%). Further, participants with more severe pain or physical dysfunction tended to have more positive experiences (e.g., Difficulty-Skill Balance, Clear Goals, and Transformation of Time), leading to high levels of flow during VR-based rehabilitation. In conclusion, VR-based games are potentially acceptable as a motivational rehabilitation tool for patients following knee surgery. However, to best meet patients' needs, it might be useful to equip a VR program with varied levels of difficulty, taking into account the severity of the individual's knee injury. Additionally, severe pain or physical dysfunction might act as an indication rather than a contraindication for VR-based rehabilitation.
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