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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