DOI 10.1080/17483107.2025.2575088
User experience and cybersickness in neuromuscular patients using recreational immersive virtual reality.
Аннотация
PURPOSE: To explore the user experience of neuromuscular patients engaging with virtual reality.
MATERIALS AND
METHODS
In this observational study, patients aged 16 and older, with a clinical and/or genetic diagnosis of neuromuscular disease, underwent a recreational VR experience. The virtual reality activity consisted of using Tripp® application during hospitalisation using Oculus Quest 2®. Subsequently, they completed a set of questionnaires assessing technology acceptance, cybersickness, and flow state, defined as the level of engagement during an activity.
RESULTS
Fifty-nine patients reported low levels of cybersickness and high levels of flow state. A significant positive correlation was found between user experience and flow state, while no significant relationship was observed between technology acceptance and cybersickness.
DISCUSSION: Overall, this research highlights the feasibility of virtual reality as an acceptable tool in the neuromuscular population providing insights into the technology's application in clinical settings.
Предметные рубрики MeSH
Подготовка и перевод публикации
Обработка статьи · этапы, ошибки и управление
Ошибки и ограничения
История · было → стало
Состояние обновляется каждые 5 секунд, пока блок открыт. Процент показывается только там, где известен объём работы. Пауза останавливает продолжение этапа; текущий запрос к источнику может завершиться.
Тип публикации указан по данным источника. Уровень доказательности автоматически не присваивается.