Мнения людей, имеющих MS, относительно VR-эксгумации в целях улучшения физической функции и когниции: качественное исследование.
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Moeinzadeh Amir Majid, Calder Allyson, Petersen Carl, Hoermann Simon
Аннотация
Оригинал публикации
Views of people with MS regarding VR-exergaming to improve physical function and cognition: a qualitative study.
PURPOSE: To investigate the perceptions and experiences of people with MS (PwMS) regarding immersive VR-exergaming as a potential enhancement to rehabilitation programs.
MATERIALS AND METHODS: A qualitative descriptive approach explored the experiences of PwMS in Christchurch, New Zealand. Data were collected through semi-structured interviews during which participants (n = 6) trialed immersive VR-exergaming. Inductive reflexive thematic analysis interpreted their experiences. The study adhered to the Consolidated Criteria for Reporting Qualitative Research (COREQ) guidelines.
RESULTS: Three main themes identified: 1) Physical Activity for Fun, Fitness, and Wellness: Participants valued physical activity for symptom management but faced barriers like self-efficacy and accessibility. 2) Perceived Benefits of Rehabilitation: VR-exergaming was seen as a tool to improve physical capabilities, cognition, and alleviate fatigue. 3) The VR Gaming Experience, Perceptions Pre- and Post-VR Trial: Participants had varying familiarity with VR-exergaming but expressed positive perceptions, noting safety, cost, comfort, and setup challenges.
CONCLUSIONS: PwMS value physical activity for maintaining abilities but face barriers like self-efficacy and accessibility. VR-exergaming received positive feedback for enhancing physical abilities. Safety and comfort issues need addressing. Further research should explore usability and effectiveness, considering the needs and preferences of PwMS.