RESEARCH PAPER
Virtual reality games for rehabilitation of people with stroke:perspectives from the users
GWYN N. LEWIS, CLAIRE WOODS, JULIET A. ROSIE & KATHRYN M. MCPHERSON
Health and Rehabilitation Research Institute, AUT University, Auckland, New Zealand
Accepted March 2011
AbstractPurpose. The purpose of this study is to evaluate the feasibility and users’ perspectives of a novel virtual reality (VR) game-based rehabilitation intervention for people with stroke.Method. Six people with upper limb hemiplegia participated in a 6-week intervention that involved VR games. A series ofeight progressively complex games was developed that required participants to navigate a submarine in a virtual oceanenvironment. Movement of the submarine was directed by forces applied to an arm interface by the affected limb. Outcomemeasures included assessments of arm function, questionnaires evaluating the intervention and a semi-structured interviewconcerning the participants’ opinion of the intervention.Results. All participants improved their performance on the games, although there were limited changes in clinical measuresof arm function. All participants reported that they enjoyed the intervention with a wide range of overall perceptions of theexperience of using VR. Three themes emerging from the interview data were: stretching myself, purpose and expectations ofthe intervention and future improvements.Conclusions. Participants found that taking part in this pilot study was enjoyable and challenging. Participants’ feedbacksuggested that the games may be motivating and engaging for future users and have provided a basis for further developmentof the intervention.
Keywords: Hemiplegia, upper limb, rehabilitation, virtual reality
Introduction
Spontaneous recovery of movement function follow-
ing a stroke normally completes by 6 months [1].
However, further improvements in movement ability
have been demonstrated even in chronic stroke
following the application of rehabilitation interven-
tions [2–4]. Despite this continued potential for
recovery, patients’ motivation and adherence to
treatment protocols are major barriers to recovery
[5]. In a survey by Page et al. [6], it was found that
almost 70% of stroke survivors were unlikely to
participate in a specific treatment protocol even
when it was proven to be effective. The major
concerns expressed by patients and therapists were
scheduling time, safety and availability of appropriate
resources. The development of safe rehabilitation
interventions that target motivation is likely to
enhance patients’ time dedicated to treatment
protocols and consequently facilitate the recovery
of movement function.
Virtual reality (VR) games aim to create fun
environments that engage users and increase their
motivation and have been used in a range of
contexts, including rehabilitation [7–10]. The appli-
cation of VR in movement rehabilitation affords a
number of benefits over standard treatment options.
VR provides a controlled environment in which users
can acquire confidence in performing tasks that may
otherwise compromise safety. Virtual environments
can easily be adapted to the needs of the individual to
provide a more target-oriented rehabilitation that
focuses on the specific requirements of the user [11].
The ability to provide controlled or augmented
feedback is a further advantage of VR systems.
Provision of feedback is critical for learning and
rehabilitation [12,13], and visual or auditory feed-
back can easily be manipulated in VR environments
Correspondence: Dr. Gwyn Lewis, Health and Rehabilitation Research Institute, AUT University, Private Bag 92006, Auckland 1142, New Zealand.
Tel: þ64-9-921-9999. E-mail: [email protected]
Disability and Rehabilitation: Assistive Technology, September 2011; 6(5): 453–463
ISSN 1748-3107 print/ISSN 1748-3115 online ª 2011 Informa UK, Ltd.
DOI: 10.3109/17483107.2011.574310
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to facilitate the learning experience [14]. Finally,
repetition is a key ingredient in almost all areas of
motor rehabilitation [15,16]; therefore, the capacity
to provide an ever-changing environment that con-
tinues to train the same underlying deficit is a major
advantage over real-world situations.
Several studies have assessed the use of VR
technologies in people with chronic movement
impairments following stroke. These have adopted
a variety of custom-designed and commercially
available systems incorporating head-mounted de-
vices [10,17], large-scale video projections [18,19]
and desktop computer or television displays [20–25].
Almost all of these studies have reported improve-
ments in movement ability following VR training,
both in terms of improved performance on VR
training tasks [7,25–27] and improvements in more
standardised clinical rating scales [9,20,22,26].
However, there is a lack of in-depth and structured
information on the users’ perspectives of these VR
interventions. Such information could be used for
future development of systems that more specifically
meet the needs of the end users or indicate
populations that respond more positively to VR-
based rehabilitation.
The aims of the current feasibility study were
three-fold. First, we wanted to design a VR-based
intervention to improve the upper limb movement in
people with stroke. Up to 60% of people with chronic
stroke are reported to have a residual deficit of arm
function [28,29]. We aimed to develop a series of
VR games that incorporated motor learning princi-
ples of progression, feedback and goal attainment
that encouraged independent control of upper limb
joints. The second aim was to determine the effects
of the developed intervention on arm function. The
final aim was to determine the users’ perspectives of
the intervention. This included how the intervention
influenced their arm function, the usability of the
system, enjoyment levels and any alterations that
would make the system more appealing.
Methods
A prospective feasibility study with both quantitative
and qualitative data was conducted. The study
involved a small sample to develop the game with
feedback from participants, identify the potential
impact and acceptability and inform future sample
size.
Participants
Six people with hemiparesis, following a single,
monohemispheric stroke, participated in the study
(see Table I for details). Participants were required
to be at least 6-months post-stroke, have a residual
deficit in upper limb function, have normal or
corrected-to-normal hearing and vision and have
no cognitive or perceptual deficits that impaired their
ability to interact with a virtual environment or might
increase their susceptibility to cybersickness. Tar-
geted sampling of individuals was used to include
people with a range of ability levels and experience
with computers. Ethical approval for the study
was received from the local Ethics Committee, and
informed written consent was obtained prior to
participation.
Set-up
Participants were seated in front of a computer
monitor with their impaired arm positioned at 458shoulder abduction, elbow at 908 and the forearm
fully pronated (Figure 1). The forearm and wrist
were secured in a padded fibreglass cast. The cast
was mounted on a six degree-of-freedom load cell
(67M50A, JR3 Inc, USA) and bolted to a height
adjustable table. Application of forces and torques
to the load cell controlled the movement of a
submarine shown on the computer monitor, such
that the submarine moved or rotated in the same
direction as the forces and torques applied by the
forearm.
VR games
The VR intervention consisted of a series of eight
games in which the submarine was manoeuvred
through an ocean environment. Three of the games
required users to move the submarine in single
planes of movement – up and down, forward and
backward or side to side – to randomly selected
targets. Users scored points for each target they
reached within a 3-min game. The difficulty of these
games was progressed by increasing the sensitivity to
Table I. Participants’ characteristics.
ID Age Gender
Years
post-stroke
Affected
side DASH
S1 55 M 9.5 R 48
S2 60 M 6.9 L 18
S3 75 F 2.0 L 30
S4 69 M 1.4 L 47
S5 71 M 1.4 R 53
S6 69 M 1.4 R 58
DASH, disabilities of the arm, shoulder and hand (maximum
100); M, male; F, female; R, right; L, left.
454 G. N. Lewis et al.
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forces in the target plane, and then by increasing the
planes of movement in which the participants could
move the submarine. The remaining five games
required the users to move the submarine in multiple
planes of movement. Users accumulated points by
moving the submarine to different targets or were
timed in their completion of a set course. These
games were again progressed by increasing the
sensitivity to forces in specific planes. In this way,
participants progressed through several levels of
difficulty and received feedback in the form of scores
or times at each of these levels.
Intervention protocol
Each participant was asked to attend three 1-hour
sessions per week for a 6-week period. During that
time, the participants were individually progressed
through the games with the difficulty of each game
being increased based on their performance. Three
to four games were selected to be played in each
session. Participants were given graphical feedback of
their progress in each game after 3 and 6 weeks of the
intervention.
Outcome measures
The feasibility of the VR games as a rehabilitation
intervention was assessed by the participants’ atten-
dance at the intervention sessions, performance
(scores/times) in the individual games and progres-
sion through the series of increasingly more difficult
games. Arm function was assessed using the
Fugl-Meyer Assessment [30] and the Box and Block
Test [31].
Participants’ perspectives of the intervention were
assessed using a post-intervention questionnaire and
an interview. The post-intervention questionnaire
was adapted from Merians et al. [9], who assessed
the use of a VR intervention to improve hand
function in people with stroke. Although the
reliability and validity of the post-intervention ques-
tionnaire have not been established, the questions
were selected and modified from a validated and
reliable questionnaire used by industry usability
laboratories to evaluate user interfaces [32]. Minor
modifications to the measure for our study involved
the inclusion of terminology relating to the ‘sub-
marine game’ and were made to ensure the questions
were specific to the intervention being evaluated.
Each participant was also interviewed by an
independent researcher after completion of the
intervention. Interviews were semi-structured, with
the researcher asking open-ended questions around
topics including: what aspects, if any, of the
programme that were liked or disliked; comfort
during and after the sessions; comparison with other
upper limb rehabilitation; willingness for future
participation and any suggested improvements.
Participants’ perceptions of change in arm move-
ment and function during and outside session times
were also canvassed. The independent researcher
conducted all interviews, each taking 30–45 min to
complete. All interviews were recorded, subse-
quently transcribed verbatim and rechecked for
accuracy following transcription against the audio
file. In keeping with qualitative descriptive methods
[33], content analysis was applied [34]. Transcripts
were coded line by line into codes, and these codes
were grouped into categories of similar items. NVivo
8 software (QSR International, Australia) was used
to store the data, record coding and any memos
associated with the interviews. Categories identified
were compared between participants and were
checked back against the data looking for statements
that qualified, expanded, countered or supported
them. In this way, themes that provided an explana-
tion of participants’ experiences emerged from the
data. Validation of the results was enhanced by
rigorous checking back of emerging themes against
the data, peer review of the results and member
checking.
Figure 1. Set-up for the VR games. (A) The participants inserted
their arms into the interface. (B) Forces detected by the load cell
(incorporated into the interface) controlled the movement of a
submarine through virtual environments displayed on a computer
monitor.
Perspectives on virtual reality games for stroke 455
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Results
Feasibility
All six participants attended all 18 sessions over the
6-week intervention period. The five most basic
games were able to be completed by all participants.
Three of the participants attempted all of the
available games; however, the remaining participants
were unable to control the submarine in the multiple
planes required to complete the more complex
games. In all games attempted, each participant
demonstrated improvements in performance over
time with regard to times or scores. As each
participant’s programme was progressed individually
by introducing more complex games and modifying
the difficulty within each game, statistically mean-
ingful descriptions of improvements over time
cannot be made as progressions in difficulty routi-
nely resulted in a subsequent decrement in scores or
times. Example charts of performance for one
participant are shown in Figure 2. This participant
clearly shows progressive improvements in the games
over time that are modulated by increasing the
difficulty of the games.
Arm function
Table II shows the pre- and post-intervention Fugl-
Meyer Assessment and Box and Block scores for
each participant. One participant (S5) improved by
five points on the Fugl-Meyer Assessment, but there
were no other clinically significant changes in arm
function in any individuals.
Participants’ perspectives
Results from the post-intervention questionnaire
indicated that most of the participants enjoyed the
intervention, believed that their arm function im-
proved during the treatment period and rated
the control and usability of the games as high.
Individual responses for each question are shown in
Table III.
Three themes emerged from the interview data
that appeared to capture the breadth of participants’
experiences. These were: ‘stretching myself’, ‘pur-
pose and expectations’ and ‘future improvements’.
Each theme with contributing categories is described
in turn. How these results relate to current literature
on experiences of people using new technologies
following stroke is canvassed in the subsequent
discussion. Quotes in support of the analysis have
been anonymised by use of random alphabetical
identifiers and gender neutral language in order to
prevent identification of individuals in this small
group of participants.
Stretching myself. The VR games were acceptable to
all participants, with positive responses to being
asked whether they liked being involved; words such
as ‘fun’, ‘interesting’ and ‘enjoyed’ were regularly
used in participants’ descriptions. The reasons as to
Figure 2. Scores/times from an individual participant (S1) in four
of the VR games. Each point represents one completion of the
game; if selected to be played, each game was played two to four
times per session. The hollow circles indicate that the difficulty
of the game was increased at that point. The graphs show
progressive improvements in performance for each game and that
increasing the difficulty of the game temporarily reduced the
performance.
456 G. N. Lewis et al.
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why involvement in the study was enjoyable centred
on participants’ perception of stretching themselves
by taking part. This theme of ‘stretching myself’ was
made up of three categories: novel activity, challen-
ging current ability and getting out and about.
Participants spoke of the enjoyment and challenge
associated with taking part in something novel:
I enjoyed it . . . because it was so novel for me, because
I don’t play computer games. (Participant D)
For some, the novelty of the activity rather than the
form of game was what appealed. However, the
novelty of the intervention was not seen as positive by
everyone. For one participant having to do yet
another new thing as part of their rehabilitation was
a potential barrier to getting involved:
I didn’t really want to do it, I thought it would be too
hard; it’s just getting here and all that sort of stuff . . .
I think anything, new experiences, you’ve got a whole lot
of things you’ve got to learn unfortunately, when you
[have a stroke] so this is just one bit of it I suppose.
(Participant F)
This potential barrier did not prevent the partici-
pant from taking part, or completing all sessions, or
from expressing an interest in taking part in VR
programmes in the future if these were offered.
The VR games challenged what participants were
currently doing outside of the intervention sessions
and what they perceived they were able to do with
their more affected hand. Part of the challenge for
some participants was developing strategies to
succeed during the games. Participants reflected on
performance during the games, and whether they
perceived they were using their more affected arm
differently outside of the experimental setting.
A number of participants reflected on enjoying the
challenge of taking part:
I think I enjoyed the challenge of it. Something I
wouldn’t have done (Participant F)
It showed me that I can take control of the engine
without me having the full use of my hand (Participant C)
Challenging current ability was not only limited to
the physical use of the arm but also to the cognitive
demands of the tasks:
I was concentrating you know. Which I think was good
for me. Because some days with a stroke you know, my
mind wanders. (Participant B)
Table II. Arm function measurements pre- and post-intervention.
Fugl-Meyer
Score*
Box and
Blocks (A)
Box and
Blocks (NA)
Subject Pre Post Pre Post Pre Post
S1 46 48 – – – –
S2 58 56 39 39 59 63
S3 60 60 40 32 48 42
S4 58 57 24 28 57 58
S5 49 54 25 26 63 61
S6 23 25 0 0 70 75
Mean
(SD)
49 (14) 50 (13) 26 (16) 25 (15) 59 (8) 60 (12)
A, affected arm; NA, non-affected arm; –, not collected; SD,
standard deviation.
*Fugl-Meyer Score is out of a maximum of 66.
Table III. Post-intervention questionnaire responses.
Statement S1 S2 S3 S4 S5 S6 Mean
This study improved my arm movement 5 4 7 1 4 6 4.5
With more practice in the submarine game, I feel that my arm
might improve more
7 6 7 1 5 6 5.3
I would be very willing to continue the study for another 2 weeks 7 7 7 1 5 6 5.5
I would be very willing to play the submarine game at home if it was available 7 7 2 2 5 6 4.8
I found the submarine game to be engaging 7 7 4 2 6 6 5.3
It would be fun to do this game on the internet with other people
who have had a stroke
5 7 1 2 5 4 4.0
I wish that the submarine game had been part of my original therapy 7 7 3 2 5 3 4.5
The submarine game took too long 6 7 5 4 5 7 5.7
The strength measures were more interesting than the submarine game 3 3 7 NA 4 4 4.2
The submarine game was enjoyable 7 7 1 3 5 6 4.8
The ocean environment made the game more interesting 4 5 7 2 5 5 4.7
The submarine game was easy to understand 7 7 7 5 5 7 6.3
It was fun to move the submarine around 7 6 7 4 5 6 5.8
It was hard to tell how well I was doing in the game 7 7 2 6 5 2 4.8
I would prefer to do real-world tasks rather than the submarine game 1 1 2 6 5 4 3.2
I would like to compete against others of equal skill when playing the game 2 7 1 6 5 5 4.3
NA, not answered.
1 ¼ strongly disagree; 7 ¼ strongly agree with statement.
Perspectives on virtual reality games for stroke 457
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Some participants reported increased tiredness
due to the concentration required to take part in the
VR study. Two participants attributed sleeping
better at night to the cognitive effort the participa-
tion required; however, no participant reported that
they had to alter usual activities as a result of
fatigue.
All participants described improvements made in
performance in some, if not all, of the games
attempted and were very positive about these
improvements:
I got better as time went on, I got better at them
all . . . and I think it was practice only that made you get
better, because I’m not brilliant on a computer, so yeah I
think it was only practice. (Participant A)
Y’know I sort of realised that after a while that um I was
developing the four movement skills. And finally
finished up with um . . . the challenge of using all the,
all the movements in one game. (Participant F)
Based on the changes seen in performance, most
participants set themselves targets as to what they
wanted to achieve in each game:
I always try to beat my last record, and that is
improvement, and if I do not succeed, at least I give it
a try and without bumping into things. Sometimes, like
one day I was very hot [laughs] I beat all the scores!
(Participant C)
In order to achieve their targets, participants
developed their own strategies about how to play
the game. For some participants, this involved
occasionally concentrating on different aspects of
the game, for others, it involved altering their
shoulder or body position when manipulating the
controller. One participant developed a ‘game within
the game’:
When you start the game if you don’t do properly you
hear a lot of beeps . . . I done it the first time without
sound then I play it with the sound, and you try and hit it
less you know, sideways and so on and if you hit it less
that means you’re perfectly moving. But it depends on
whether you are wanting to achieve the game as silent or
the points. Sometimes I bash [the sides] but I try to get
the most points. (Participant C)
While all participants described the challenge of
taking part as a positive experience, participants’
dislikes about the VR game focussed on not being
able to achieve:
I couldn’t seem to get that diagonal going, you know.
And when she was saying lift your elbow, [the
researcher] was saying lift your elbow, I thought I had
lifted my elbow . . . and I had this urge to get my right
hand to come over and give it a lift. (Participant B)
I got frustrated, I couldn’t achieve, I’d like to go back
and have another go. Being a little bit competitive I
don’t like being beaten [laughs]. (Participant D)
Participants had mixed responses when asked
whether they felt there had been any changes in the
use of their more affected arm outside the game
during or following the 6-week study. Two partici-
pants were emphatic that there had been an
improvement in a particular movement or function
that they attributed to the games. It should be noted
that neither of these participants, while they im-
proved in VR game performance, improved func-
tionally according to the outcome measures used:
I noticed the other night, it’s always been hard for me to
turn the pot you know to strain the spuds and I sort of
lifted it off and put it over the sink and had done it
before I thought ‘‘oh God, I found that hard once’’, you
know. You see there’s little things I can do that I can’t
show all the time, but to myself I feel I’m doing them.
(Participant B)
I think there has, I get that amount [indicates a small
amount] of movement each week improvement and I
don’t know what it comes from: ordinary physio,
acupuncture or that, but I think that [the games] did
help the sideways movement. So I have to put it down to
the games. (Participant D)
Some participants thought there may have been
changes in function, but were less sure as to the
cause:
I’ve talked myself into, ‘yes it’s helped me, it’s helping
me’, it might just be a subliminal message I’ve given
myself, but getting there slowly. (Participant E)
Other participants perceived the benefit of parti-
cipating as reinforcing the possibility of progress,
even if they didn’t see a change over the course of the
study:
I didn’t play it enough [to make a difference] but any
movement of the muscles will be of benefit to me. Now
because at least they are exercised. So it is a bonus . . .
glad I rose to this challenge. But yeah I do everything
with my [less affected] hand, and my [more affected]
hand it just supports sometimes. (Participant C)
I should always try and use my arm but it sort of - do I
try new things? Well . . . I just think there is a gradual
improvement all the time, and this sort of thing
improves it a bit faster, but I’m not sure. (Participant F)
I’m trying to carry more shopping . . . I’m getting there
slowly. Hopefully it will trigger something up in my
head, and it will come back to the way it was, I doubt it
though. (Participant E)
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Enjoyment was not limited to the game itself. Two
participants spoke about their involvement in the
study stretching their social engagement, as taking
part required them to ‘get out and about’.
It sort of forces me to get out, and think of other things
I can do during the day. (Participant E)
Participant B echoed this sentiment:
I just enjoyed that I was getting out and about.
Participant B spoke of ‘getting out and about’
repeatedly as a reason for enjoying taking part. This
participant also commented his/her preference for
the study and similar programmes to take place in
winter when there was not so much else available for
people with stroke to do:
I enjoyed it and it got me out of the house. I was just
thinking the other day it’s been all in lovely weather but
in the winter sometimes I feel like a caged tiger here.
I think it would be better you know [in winter], a lot of
stroke people probably feel the same that they’re
hemmed in, in winter (Participant B)
Purpose and expectations. The second theme emer-
ging from the data was participants’ perspectives on
the purpose of the study and their expectations they
had around their involvement. This theme encom-
passed two categories of ‘what is it for?’ and
‘comparison with other upper limb rehabilitation’.
For the participants in this study, the potential of
benefit to them was vital to their enjoyment and
involvement. These participants did not express
interest in playing computer or VR games apart
from in the context of rehabilitation:
I learned some important lessons that you should never
say not, never again, because you can be surprised at the
effect it has got on you to use your wrong hand. Your
dead hand. You give it life . . . I learned at physio with
the stretches and so on I got better and it goes from
there. And you see yourself doing progress and then
you’re keen to explore more things. (Participant C)
I think it was good value, from my point of view I did it
as an extra physio thing. And I gained, I don’t play
computer games, I would never play it again, only to get
extra physio benefit. . . . Oh yeah it was good fun, I
enjoyed it. I was looking forward to it . . . and I loved
doing it. But I wouldn’t go and play a game just for the
hell of it. I’d play the game to get better. (Participant D)
The VR game set up required isometric action of
upper limb muscles to operate the controller.
However, three participants spoke of expecting some
improvements in their hand dexterity following their
involvement. One participant expected that the VR
game would address all impairments associated with
the more affected arm and ceased other rehabilitation
accordingly. This participant perceived function
outside of the games had deteriorated:
. . . at home I had exercises to do, which I did, and they
got worse and worse as the time went over the six weeks
of the course. While I got better on the computer, I got
worse at other things. . . Lack of practice. So it means
that you’ve got to continue to do all the things, not just
part of them . . . I thought myself that the computer study
would have .. er sort of taken over from the other games
that I was playing. (Participant A)
Participants’ expectations were also tempered by
their experiences with current or previous upper limb
rehabilitation. While all were willing to take part in
future VR programmes if these were offered,
participants with recent rehabilitation experience
voiced a preference for the VR game as an adjunct
to other therapy:
Now physiotherapy is the best way . . . most people are
now playing the games and if they have a stroke they’re
used to playing games and its something for them to
exercise themselves, but I would not put it as the only
solution, because physiotherapy is the best one, but the
games just put another stage. (Participant C)
Another participant described physiotherapy re-
habilitation as more physical exercise and the VR
games as more ‘mental and precise’. Accordingly, a
combination of both modalities was thought to be
beneficial. In comparison, one participant reflected
on VR more favourably than his/her experience with
physiotherapy in the early stages following his/her
stroke, with VR offering a possibility of something
challenging to do independently in an in-patient
rehabilitation setting:
Something like this would be ideal out at [Rehab
Centre] because in the afternoon I used to get very
bolshie. Umm because it was always take you down to
the gym and the physio they had there didn’t seem to
help, it wasn’t setting a challenge or anything. (Partici-
pant E)
Improvements. Participants were invited to make
suggestions regarding improvements to the VR
games. Areas for improvement included the scoring
systems, the virtual environment and the opportunity
for competition. Participants appreciated the flex-
ibility of the system, commenting on the ability to be
adjusted to both their level of performance and
physical needs. Categories contributing to improve-
ments were reducing distractions and increasing
involvement. Some participants commented on
Perspectives on virtual reality games for stroke 459
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unequal weighting of scoring between games being
disheartening:
It was the rewards, it wasn’t great enough . . . you only
got one or two points at the most, whereas with others
you got 5 or 10. (Participant A)
Going through the hoops I got high scores on them and
I think when you get from say 15 or something then
down to 3 you think ‘oh bugger, I’ve failed on that one’.
(Participant B)
The use of sound effects during the games
provoked a mixed response, with some participants
describing these as distracting, while others used
them as a guide to improve their performance. What
was appreciated, regardless of preference, was the
ability for the sound effects to be on or off depending
on individual preference.
Participants with prior experience with boating
discussed the graphics in one case being appropriate,
and in the other distracting. The participant who
found the graphics distracting commented particu-
larly about the motion of the propeller:
The propeller of the submarine kept going in the same
direction all the time, it didn’t matter whether you were
going ahead or astern. But if, once you change your
forward or reversed direction it would have been handy
for the propeller to spin the other way to give more
realism to it . . . it didn’t change when you picked up
your speed it still turned slowly, so you lost that reality
there. Nah but apart from that minor distraction it was
good, I enjoyed it. (Participant E)
Two participants thought that having an environ-
ment that was less familiar was preferable to a more
familiar one, such as driving a car, as there would be
less expectation of the VR environment responding
as in real life, and therefore, any discrepancies from
reality would be less distracting.
Early discussions with the first participant in the
pilot study resulted in the scoring icons moved to be
more visible during play. Being able to see and
understand the scoring icons clearly for real-time
feedback of progress and performance was expressed
as important by a number of participants. Partici-
pants also discussed options around competition.
While competing with themselves was the main
objective for most, others also liked the idea of
being able to compete with other players’ scores to
provide a target to achieve. One participant sum-
marised a number of other perspectives on a means
of incorporating competition against others:
Something like a video game parlour that says today’s
highest score or your highest score so far on this game.
So you could actually get your score higher or your time
lower. (Participant C)
All participants found the underwater scenario
acceptable; however, two commented on not being
particularly aware of the environment. One partici-
pant would have preferred a free moving hand-held
controller that would have enabled movement of
the whole arm and not required fixation to a table.
This participant had previously played and enjoyed
Nintendo Wii games and would have preferred ‘real’
sports environments similar to the Wii.
Discussion
Few studies investigating the feasibility of using VR
or other novel interventions for participants with
disability have sought to identify users’ individual
responses to the intervention. While authors often
assert that their intervention was acceptable or well-
received by participants, the data on which these
statements are based are seldom provided. In studies
where participants’ experiences have been canvassed
following an intervention, the scope of response is
often predetermined by the use of closed question-
naires or Likert Scales [35,36]. The level of engage-
ment and motivation in performing tasks is posited
as factor in determining the success of rehabilitation
interventions using VR [5,37,38]. Users’ experiences
during pilot studies are, therefore, important to assist
determining the acceptability of novel rehabilitation
strategies and to establish the feasibility of embarking
on larger and more costly controlled trials. In the
current study, the importance of participants’ ex-
periences was determined a priori, and the collection
of these experiences was incorporated in the study
design, with in-depth interviewing followed by
appropriate qualitative methodology to analyse the
resulting data.
It is apparent from the data that the participants
enjoyed taking part in this study and that all
participants expressed an interest in involvement in
future studies using similar VR programmes for
stroke rehabilitation. They enjoyed taking part for a
variety of reasons, some of which were not specific to
the intervention modality. While most participants
said they enjoyed the VR games, being involved in
the VR study also provided an opportunity to stretch
themselves physically, mentally and/or socially. For
some participants, challenging themselves during
the games and observing progress through levels of
difficulty and real-time score feedback meant en-
couragement to continue trying. As one participant
expressed it; ‘it showed me I am able to do
something with my arm, even if I can’t do every-
thing’. Some participants reported an increase in arm
function following their participation, although
the quantitative results show very limited changes
in the outcome measures used. The controller set-up
460 G. N. Lewis et al.
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constrained participants to isometric muscle activa-
tion; there would be clinical merit in using VR as an
adjunct to evidence-based, task-specific upper limb
rehabilitation, as from these participants’ responses,
combining these approaches is likely to be accepta-
ble, enjoyable and motivating. We also suggest that
future studies use outcome measures such as the
Motor Activity Log [39] in conjunction with
objective measures of real-world arm use (see, for
example, the Functional Arm Activity Behavioural
Observation System [40] currently under develop-
ment) that are more likely to capture any improve-
ments in the function. Potential barriers to taking
part in this study, such as the difficulty of doing
something new or not being interested in computer
games, did not prevent any participant from attend-
ing or completing the study. Even the participant
who was conscious of deteriorating function com-
pleted the programme and described it as interesting
and challenging. Our participants had little prior
experience with using computers for games. The
amount of previous exposure to computers and/or
computer gaming may be one factor influencing
people’s willingness to be involved with VR as
a rehabilitation modality. Prior exposure to compu-
ters was not discussed by all participants, so this
issue would need to be canvassed more fully in
future studies. A further area for investigation is the
potential influence of gender on enjoyment of the VR
environment. As we had only one female participant,
this issue would need to be explored in a larger pool
of female participants.
Although the level of difficulty and pace of
progression through the games were set by the
researchers in response to each participant’s needs,
most participants set themselves goals and targets
within each game. VR games that allow users to
develop strategies to achieve a goal appear to be more
engaging and stimulating [41]. Participants in the
current study used a variety of strategies to complete
the games successfully, including sacrificing accuracy
to increase speed and adjusting body position. Some
of these strategies may run counter to the objectives
of the intervention if a particular or isolated move-
ment is desired. The presentation of clear objectives
and close monitoring of participants may be required
to ensure that participants are completing the
intervention as desired.
The importance of stretching oneself is consistent
with the findings of other studies that have examined
the experiences of adults with chronic stroke trialling
VR programmes. Physical and cognitive challenges
and visual feedback of performance have been
previously identified as components of VR games
that are important to users’ enjoyment [41]. Simi-
larly, following use of a VR intervention designed to
provide a leisure experience rather than pilot a
rehabilitation programme, the participants spoke
of the sense of achievement and feedback they
received about their performance and expressed that
these factors were enjoyed and were important to
them [42].
Our findings contrast with those of Farrow and
Reid [42], as although participants in the current
study found it fun to take part, they were not
interested in using VR purely as a game. Most
participants enjoyed the games, in part, because they
thought their arm function may improve as a result.
A focus group of users in a proposed home-based
VR intervention identified that similar concepts of
finding VR games stimulating and gaining physical
benefits were important as factors likely to motivate
their future involvement [41]. This importance of a
clear purpose of the VR games was highlighted by the
disappointment expressed by one participant in the
current study who felt that the games were not of
benefit as, while they enjoyed improving within the
games, they felt their hand dexterity had deterio-
rated. This disappointment appears to be due to an
expectation that all upper limb impairments would
be addressed by the VR games, and, as a result, the
participant stopped home exercises for the duration
of the study. An information sheet had been
provided to all participants that advised the pilot
programme was focussed on arm movement and
function. It is noted that two other participants also
commented that they hoped their hand function
would improve. Accordingly, there appears to be a
discrepancy between what aspects of upper limb
impairment the intervention proposed to address
and some participants’ expectations of what could or
would be achieved by taking part. Identifying
participants’ priorities and expectations during
screening following clear communication regarding
the nature of the intervention, and what changes in
function might reasonably be expected over the
course of the study, would be beneficial to reduce
the risk of participants’ expectations not being
satisfied.
Participants’ comments around future improve-
ments centred on reducing distractions and increas-
ing their abilities to be involved in the game by
adjusting the environment or increasing the aware-
ness of achievement. Games in which few points
could be scored were considered by some partici-
pants to provide insufficient positive feedback. One
participant expressed a preference for more interac-
tion with the VR environment and more ‘real world’
games such as those available with Nintendo Wii.
The other participants, who did not have this prior
experience with Wii, expressed satisfaction with
the set-up and environment offered. Participants’
experiences and expectations will influence the
extent to which they are able to be immersed in
Perspectives on virtual reality games for stroke 461
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a VR environment; this was demonstrated by one
participant being distracted by the graphics, as based
on their prior real-world experiences, they perceived
that the propeller movement did not correspond
accurately with the directional changes and speed of
the submarine.
Conclusion
Participants found taking part in this pilot study of
VR games for upper limb rehabilitation enjoyable
and challenging. Feedback suggests that the VR
games may well be motivating and engaging for
future participants and has provided a basis for
further development of the current intervention.
This will include higher scoring games, provision of
scoreboards or leaderboards to highlight progression,
the modification of scoring to accentuate appropriate
movement rather than speed and the ability to select
and amend environments. The participants all
improved in VR game times and scores, although
some participants were unable to attempt the more
complex games due to more severe upper limb
impairment. Despite this improvement in perfor-
mance and the perception of some participants that
their function had improved, there were very limited
differences in the clinical outcome measures for any
of the participants following the 6-week intervention.
New technologies such as VR have a potential place
in routine rehabilitation, but involving the end users
in the design of these systems may yield more
acceptable and accessible approaches.
Declaration of interest
The authors report no conflicts of interest. The
authors alone are responsible for the content and
writing of the paper.
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