Views of people with MS regarding VR-exergaming to improve physical function and cognition: a qualitative study.
other · Level V
Where this comes from
- Record sourced from PubMed, PMID 39976253.
- Also identified by DOI 10.1080/09638288.2025.2461265.
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Abstract
To investigate the perceptions and experiences of people with MS (PwMS) regarding immersive VR-exergaming as a potential enhancement to rehabilitation programs. A qualitative descriptive approach explored the experiences of PwMS in Christchurch, New Zealand. Data were collected through semi-structured interviews during which participants (<i>n</i> = 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. 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. 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.
Medical subject headings
- Multiple Sclerosis
- Cognition
- Exercise
- Exercise Therapy
- Virtual Reality