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PosterBBS2023.pdf
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Abstract
Introduction: Immersive virtual reality (VR) has been studied for several years as an intervention for persistent neck pain (at home or in clinic) and seems to be at least as effective as conventional interventions. Exploring the experiences of people with persistent neck pain who used immersive VR at home could help improve home-based immersive VR interventions based on the patient’s perspective. Aim: To explore the experiences of people with persistent non-specific neck pain (NSNP) who used immersive VR serious games at home. Materials and Methods: Descriptive qualitative study using semi-structured one-on-one interviews. Over a 2-week period, participants used immersive VR serious games at home, targeting cervical range of motion, speed, and control of movement. Interviews were audio-recorded and transcribed verbatim. A qualitative content analysis was performed. Sample size was determined using the information power concept. Results : Eleven people with persistent NSNP (7 females, age range: 24-64 years) were interviewed between June and December 2022. Four main categories were identified: The home as environment; Use of a new technology; Exercising in immersive VR; Facilitators and barriers to use. Relevance: Our qualitative data provide new insights into the experiences of people with persistent NSNP after using immersive VR serious games at home. Conclusions: Participants found it motivating and fun to exercise in immersive VR compared 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 their potential 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. Implications: This study helps to improve home-based immersive VR interventions by considering the patient’s perspective.
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Luc, A., Lambricht, N., Aujoulat, I., Detrembleur, C., & Pitance, L. (2023). Experiences of using immersive virtual reality serious games at home in people with persistent non-specific neck pain: A qualitative study. 11th Biennial Congress of the Belgian Back Society, Bruxelles (Belgique). https://hdl.handle.net/2078.5/31181