Research Article
Therapists’ Perspective on Virtual Reality Training in Patients after Stroke: A Qualitative Study Reporting Focus Group Results from Three Hospitals
Table 4
Category scheme structured on four levels.
| | First level | Second level | Third level | Fourth level |
| | Therapists and VR | Role of therapists | Interaction Patient management | Active | | Therapeutic outlook | Activity-oriented | | Body function-oriented | | Skills | |
| | Therapists and VR | Therapists’ actions and tasks | Approach in OT and PT | Advantages | | Coaching | | Calibration | | Documentation | | Effect of therapy | | Instruction | | Patient analysis | | Patient monitoring |
| | Therapists and VR | Health service model | Efficiency Patient self-responsibility | | | Therapy setting | Group therapy | | Individual therapy |
| | Therapists and VR | Patient selection | Clinical reasoning | | Exclusion criteria Stage of rehabilitation | | Team decision | | Therapy goal |
| | VR device | Expected and unexpected expectations and evaluation | Device characteristics | | | No expectations | | Patient development | | Patient motivation | | Risks in VR treatment | | Therapists’ action and tasks | | Therapist role |
| | VR device | Device handling and learning effects | General | Negative | | Positive | | Device calibration | | | Experience in handling | | | Fear degradation | | | Handling | Safety in handling | | Speed in handling | | Routine in handling |
| | VR device | Device characteristics | Malfunction | Infrared detection | | Graphics | | Hardware | | Parameter | | Adjustment | | Time delay | | Games | Applicable | | Complex | | Flawed | | Frustrating | | Functional | | Multivariant | | Rare |
| | Patients and VR | Therapy effects on patients | Cognitive function | Awareness | | Concentration | | Emotion | | | Endurance | | | Motor function | Dual task | | Not measurable | | | Pain | | | Vegetative function | |
| | Patients and VR | Patient motivation | Direct feedback | | | Progression | | | Game character | | | Requirement of rehabilitation | | | Influence of media | | | Patient progress | |
| | Patients and VR | Patient demotivation | Patient as test-individual | | | System error | Anxiety | | Frustration | | Nuisance | | Pressure | | Scepticism |
| | Patients and VR | Patient development | Activity of daily life | Transfer in daily life | | No transfer in daily life | | Not measurable | | Automation of movement | | | Behaviour | | | On device | Game | | Independence | |
| | Future prospects and development | Risks and challenges | Contraindications | | | Costs | | | Euphoria | | | Lack of sensory input | | | Misuse | | | Movement quality | | | Transfer into daily life | | Therapeutic input Mechanisation
| | | Workload | | | Self-training | | | Easiness | | | Motor learning principles | Motivation | | Intensity | | Resource-oriented |
| | Future prospects and development | Chances and opportunities in VR | | Endurance | | Body function-oriented | | Direct feedback | | Repetition | | | Addition to conventional approaches in OT and PT | |
| | Future prospects and development | Future developments and networking | Research | | | Marketing | | Lobby | | Supplier | | Rehabilitation centre |
| | Future prospects and development | Expected improvements | Games | | | Hardware | | Software |
| | Pick-up category | Ambience | | | | Virtual reality | Other VR systems |
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