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Record W7106659055 · doi:10.2196/78798

Challenges and Benefits of Virtual Reality in Home-Based Poststroke Rehabilitation: Co-Design Qualitative Study

2025· article· en· W7106659055 on OpenAlexvenueno aff

Bibliographic record

VenueJMIR Human Factors · 2025
Typearticle
Languageen
FieldMedicine
TopicStroke Rehabilitation and Recovery
Canadian institutionsnot available
Fundersnot available
KeywordsRehabilitationVirtual realityBridge (graph theory)Relevance (law)Qualitative researchKey (lock)Training (meteorology)

Abstract

fetched live from OpenAlex

BACKGROUND: Stroke often leads to persistent impairments that limit daily functioning and psychosocial well-being. Virtual reality (VR) has emerged as a promising adjunct in stroke rehabilitation, although research has largely focused on clinical outcomes, with limited attention to user involvement and the experiences of multiple stakeholders in the design process. OBJECTIVE: This study aimed to explore the challenges and benefits of co-designing and using VR to support home-based poststroke rehabilitation. METHODS: A qualitative co-design case study was applied to gain an in-depth understanding of the challenges and benefits. Rapid co-design principles were used in developing VR prototypes delivered via head-mounted displays through 3 workshops with participants with stroke, health care professionals, and VR developers from November 2023 to May 2024. A design prototype revision was done based on feedback from the workshops. Data were collected via audio-taped co-design workshops with all participants and 10 successive semistructured interviews with health care professionals and VR developers conducted in a rehabilitation hospital. A thematic analysis was performed on transcribed recordings. RESULTS: In total, five main themes emerged: (1) adaptability for stroke-related impairments in home rehabilitation, (2) safety and ease of use, (3) goal orientation, (4) motivation, and (5) VR as a complementary tool. One of the primary challenges identified lies in the adaptability of VR systems for individuals with hemiparesis. Additionally, customization and safety concerns remain a complex barrier, as VR solutions must be capable of addressing a wide range of stroke-related impairments and aligning specific rehabilitation goals. VR demonstrated potential to enhance rehabilitation by simulating real-life tasks that encourage goal-oriented and motivating therapy. As a complementary tool, VR can enhance traditional rehabilitation by increasing the intensity and volume of therapy. CONCLUSIONS: This study offers insight into how VR can be effectively integrated into rehabilitation practices. Its integration into rehabilitation requires alignment with established therapeutic principles within VR applications, such as adjustable task-specific training and meaningful outcomes tailored to individual needs, to ensure clinical relevance and user engagement. VR should complement, rather than replace, conventional therapy by increasing training intensity, reducing therapist workload, and extending rehabilitation into the home. Thoughtful co-design with stakeholders is key to creating VR tools that bridge the gap between structured clinical care and independent recovery, offering continuous support throughout the rehabilitation process.

Fetched live from OpenAlex and de-inverted. Abstracts are not stored in this database: the inverted indexes are 8.6 GB of the frame’s 9.3 GB of text, and the host has 13 GB free.

How this classification was reachedexpand

Full frame machine prediction

Teacher imitation

Not calibrated prevalence, not ground truth. Human validation pending. The Gemma side is a direct model label for every work in the frame, read from the title-only record. The Codex side is a classifier learned from the 10,348 direct Codex labels and calibrated to design-weighted sample rates; fields without enough sample support carry no Codex call. Candidate is the union of the two sides; consensus is their intersection. These outputs are machine_predicted_unvalidated and are not human labels.

metaresearch head score (Codex)0.039
metaresearch head score (Gemma)0.038
Version: metacan-v3-hybrid-931329e0061cValidation status: machine_predicted_unvalidated
Candidate categoriesnone
Consensus categoriesnone
DomainCandidate signal: none · Consensus signal: none
Study designCandidate signal: Qualitative · Consensus signal: Qualitative
GenreCandidate signal: Empirical · Consensus signal: Empirical
Teacher disagreement score0.039
Threshold uncertainty score0.206

Distilled classifier scores by category (both heads)

CategoryCodexGemma
Metaresearch0.0390.038
Meta-epidemiology (narrow)0.0010.001
Meta-epidemiology (broad)0.0010.001
Bibliometrics0.0020.002
Science and technology studies0.0080.008
Scholarly communication0.0040.004
Open science0.0030.006
Research integrity0.0030.003
Insufficient payload (model declined to judge)0.0030.000

Machine scores (provisional)

The two teacher heads of the student model, read on this work. A score orders the frame for review; it never asserts a category, and the validation status ships verbatim with every row.

Baseline scores from an immature model (maturity gate not passed, 7 training rounds). Scores rank; they never assert a category.

Opus teacher head0.079
GPT teacher head0.395
Teacher spread0.316 · how far apart the two teachers sit on this one work
Validation statusscore_only:v0-immature-baseline · verbatim from the scoring run: score_only means the number may rank works, and no category label ships from it

Classification

machine, unvalidated

Machine predicted; a candidate call from one source (direct Gemma or distilled Codex), not a consensus.

The models applied no category: nothing in the taxonomy fit this work.
Study designQualitative
Domainnot available
GenreEmpirical

How this classification was reached, model by model and score by score, is at the end of the page under "How this classification was reached".

Quick stats

Citations3
Published2025
Admission routes1
Has abstractyes

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