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Abstract
Little is known about clinicians' perspectives on the use of virtual reality (VR) and active video games (AVGs) in rehabilitation. We undertook an online survey of VR/AVG experience and learning needs in a sample of 1,068 physical therapists and occupational therapists practicing in Canada. Nearly half (47%) had clinical experience with at least one system. While both therapist groups identified challenges and barriers, experienced therapists highlighted VR/AVGs' potential to increase patient motivation and engagement. Those without experience identified new potential avenues for VR/AVG use. Findings from this study will inform the content of open-access knowledge translation resources.
Keywords: Virtual reality, video games, clinical practice, rehabilitation, knowledge translation
Introduction
Virtual reality (VR) and active video games (AVGs) are increasingly popular treatment interventions in a variety of rehabilitation practice settings and populations. Despite a growing evidence base (1, 2), little is known about how clinicians perceive VR/AVGs as a tool for clinical practice. Gaining this knowledge is essential for both clinical knowledge translation (KT) and VR industry development. Understanding the perspectives of clinicians without VR/AVG experience can inform KT supports designed to enhance uptake. Information from clinicians with VR/AVG experience can further elucidate barriers and facilitators to VR/AVG use as well as identify clinical applications of this technology that can be evaluated in subsequent research. Perspectives from both groups can help the VR/AVG industry tailor their system packages and orientation to address therapist concerns and move the industry forward by designing games that meet therapeutic needs.
Current knowledge regarding clinicians' perspectives comes from small studies focused on specific VR/AVG systems, practice settings or patient populations (3-8). Previously identified barriers to VR/AVG adoption include lack of time to set up the technology and learn about its use, lack of funds to purchase systems or games, lack of space to deliver the interventions, and difficulty matching VR/AVG interventions with client goals (3-8). Facilitators to VR/AVG integration include client motivation, clinician training and enhancing patients' social interaction with peers (3-8). To the best of our knowledge, no study has compared the perspectives about VR of clinicians with and without VR/AVG experience or surveyed clinicians from a wide range of practice settings.
Methods
We undertook an online survey between February and August 2015 of physiotherapists and occupational therapists practicing...