2018
DOI: 10.1016/j.pmrj.2018.07.004
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Barriers, Facilitators and Interventions to Support Virtual Reality Implementation in Rehabilitation: A Scoping Review

Abstract: Virtual reality and active video games (VR/AVGs) are promising rehabilitation tools because of their potential to facilitate abundant, motivating, and feedback-rich practice. However, clinical adoption remains low despite a growing evidence base and the recent development of clinically accessible and rehabilitation-specific VR/AVG systems. Given clinicians’ eagerness for resources to support VR/AVG use, a critical need exists for knowledge translation (KT) interventions to facilitate VR/AVG integration into cl… Show more

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Cited by 119 publications
(128 citation statements)
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“…Importantly, despite the encouraging findings shown thus far, the feasibility and acceptability of VR technology in complex healthcare environments remains largely unexplored (Glegg & Levac, 2018). With VR implementation research at an early stage, there is demand for more research investigating its safe and effective application in these environments (Rizzo & Koenig, 2017) and more recently, factors influencing VR technology adoption as they directly impact intervention success (Bertrand & Bouchard, 2008;Glegg et al, 2013;Glegg & Levac, 2018;Markus et al, 2009). A notable limitation of nearly all current clinical VR research has been the lack of significant end user involvement from intervention design, to acceptance and implementation of VR technology.…”
Section: Introductionmentioning
confidence: 99%
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“…Importantly, despite the encouraging findings shown thus far, the feasibility and acceptability of VR technology in complex healthcare environments remains largely unexplored (Glegg & Levac, 2018). With VR implementation research at an early stage, there is demand for more research investigating its safe and effective application in these environments (Rizzo & Koenig, 2017) and more recently, factors influencing VR technology adoption as they directly impact intervention success (Bertrand & Bouchard, 2008;Glegg et al, 2013;Glegg & Levac, 2018;Markus et al, 2009). A notable limitation of nearly all current clinical VR research has been the lack of significant end user involvement from intervention design, to acceptance and implementation of VR technology.…”
Section: Introductionmentioning
confidence: 99%
“…A notable limitation of nearly all current clinical VR research has been the lack of significant end user involvement from intervention design, to acceptance and implementation of VR technology. Previous research has established that initial testing of technology innovations in healthcare settings, including the opportunity to trial and provide feedback is a crucial step in the development of relevant and effective interventions that meet the needs of patients and HCPs (Glegg & Levac, 2018;Langhan, Riera, Kurtz, Schaeffer, & Asnes, 2015;Lyon et al, 2016). This collaborative process also encourages "buy-in" from patients and HCPs, which has been shown to have a positive influence on adoption (i.e.…”
Section: Introductionmentioning
confidence: 99%
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“…These sensors are of great importance, mainly those that are operating based on optical principles because of their convenient usability. [20,21] The role of these IT solutions, serious games and frameworks that can be used in home environments is also significant in post-stroke rehabilitation. Many of these have been developed worldwide in the past years.…”
Section: Introductionmentioning
confidence: 99%
“…Prahm and colleagues [17] have explored the role of VR based gaming interventions to encourage use of prosthetic upper limbs in persons with upper extremity amputations at different levels. Glegg and Levac [18] conducted a scoping review to identify the barriers and facilitators to the implementation on the use of VR in rehabilitation. Finally, Subramanian and Prasanna [19] assessed the effectiveness of a combination of task‐practice in VEs and provision of non‐invasive brain stimulation on upper limb motor improvement in individuals post‐stroke using a meta‐analysis and systematic review.…”
mentioning
confidence: 99%