Currently submitted to: JMIR Rehabilitation and Assistive Technologies
Date Submitted: Apr 8, 2025
Open Peer Review Period: Apr 14, 2025 - Jun 9, 2025
(currently open for review)
Warning: This is an author submission that is not peer-reviewed or edited. Preprints - unless they show as "accepted" - should not be relied on to guide clinical practice or health-related behavior and should not be reported in news media as established information.
The Co-Design of Immersive Virtual Reality Upper Limb Activities for People with Tetraplegia during Acute Rehabilitation: A Focus Group Study
ABSTRACT
Background:
The global incidence of spinal cord injury (SCI) is between 10 and 80 new cases per million people each year, with more traumatic injuries occurring than non-traumatic. This equates to between 250,000 and 500,000 injuries worldwide, per year. In the UK it is estimated that 4400 people per year sustain a SCI. People with tetraplegia report upper limb function as their highest priority for improvement after SCI. Using immersive virtual reality (VR) headsets, physical rehabilitation exercises can be completed in engaging digital environments. Immersive VR therefore has the potential to increase the amount of therapy undertaken, leading to improvements in arm and hand function. There is little evidence supporting immersive VR as exercise in SCI, especially while SCI patients are undergoing acute rehabilitation. This study recruited people with tetraplegia and therapists to establish the design direction for a VR-based upper limb exercise platform. In spinal cord injury research, co-design of new interventions is not a widely adopted approach, yet people with SCI want to contribute with their expert knowledge on their experiences of SCI.
Objective:
To explore the lived experiences of people with tetraplegia and specialist SCI therapists related to acute upper limb rehabilitation and to co-design immersive virtual reality-based upper limb activities.
Methods:
Seven focus groups were conducted online using Microsoft Teams: four with people with tetraplegia (n = 15, age range 36-65 years) and three with occupational therapists and physiotherapists specialising in spinal cord injury rehabilitation (n = 11). Participants were asked to discuss their experiences and expertise about acute SCI upper limb rehabilitation and their opinions on the use of VR for upper limb rehabilitation. The transcripts were analysed using content analysis enabling the proposition of design characteristics of a VR-based intervention for upper limb exercise.
Results:
The study identified five major themes describing the clinical features, treatment, and recovery of spinal cord injured people during the acute stage of SCI, and suggestions for the design of a VR intervention in treating the upper limbs following SCI. The results highlighted what motivates people with SCI to participate in therapy and how these motivators could be encouraged and maintained using VR. These findings can be used to design accessible VR applications for use by people with SCI and their therapists. They can also contribute to the better understanding of the advantages of using VR as an adjunct to upper limb rehabilitation, as well as features of VR-based interventions to avoid.
Conclusions:
The themes identified in this study allow the elicitation of software requirements for a bespoke immersive VR platform for upper limb rehabilitation following spinal cord injury. Additionally, participants used their expertise to suggest factors that would enable the development of a usable and effective intervention as well as identifying potential pitfalls and software features to avoid during the intervention development.
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