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DOI 10.1080/17483107.2025.2575088

Медицинская библиотека · Disability and rehabilitation. Assistive technology · 2025

User experience and cybersickness in neuromuscular patients using recreational immersive virtual reality.

Greco Lucia Catherine, Bolognini Silvia, Lizio Andrea, Pugliese Raffaele, Mondellini Marta, Colombo Vera, De Mattia Elisa, Pozzi Susanna, Casiraghi Jacopo, Regondi Stefano, Sansone Valeria Ada, Carraro Elena

СтатьяНаблюдательное исследованиеПеревод пока не подготовлен

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.

Для цитирования: Greco Lucia Catherine, Bolognini Silvia, Lizio Andrea, Pugliese Raffaele, Mondellini Marta, Colombo Vera, De Mattia Elisa, Pozzi Susanna, Casiraghi Jacopo, Regondi Stefano, Sansone Valeria Ada, Carraro Elena. User experience and cybersickness in neuromuscular patients using recreational immersive virtual reality.. Disability and rehabilitation. Assistive technology. 2025. DOI: 10.1080/17483107.2025.2575088.

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