» Articles » PMID: 38245009

Rehabilitation Via HOMe-Based Gaming Exercise for the Upper Limb Post Stroke (RHOMBUS): a Qualitative Analysis of Participants' Experience

Overview
Journal BMJ Open
Specialty General Medicine
Date 2024 Jan 20
PMID 38245009
Authors
Affiliations
Soon will be listed here.
Abstract

Objective: To report participants' experiences of trial processes and use of the Neurofenix platform for home-based rehabilitation following stroke. The platform, consisting of the NeuroBall device and Neurofenix app, is a non-immersive virtual reality tool to facilitate upper limb rehabilitation following stroke. The platform has recently been evaluated and demonstrated to be safe and effective through a non-randomised feasibility trial (RHOMBUS).

Design: Qualitative approach using semistructured interviews. Interviews were audio recorded, transcribed verbatim and analysed using the framework method.

Setting: Participants' homes, South-East England.

Participants: Purposeful sample of 18 adults (≥18 years), minimum 12 weeks following stroke, not receiving upper limb rehabilitation prior to the RHOMBUS trial, scoring 9-25 on the Motricity Index (elbow and shoulder), with sufficient cognitive and communicative abilities to participate.

Results: Five themes were developed which explored both trial processes and experiences of using the platform. Factors that influenced participant's decision to take part in the trial, their perceptions of support provided during the trial and communication with the research team were found to be important contextual factors effecting participants' overall experience. Specific themes around usability and comfort of the NeuroBall device, factors motivating persistence and perceived effectiveness of the intervention were highlighted as being central to the usability and acceptability of the platform.

Conclusion: This study demonstrated the overall acceptability of the platform and identified areas for enhancement which have since been implemented by Neurofenix. The findings add to the developing literature on the interface between virtual reality systems and user experience.

Trial Registration Number: ISRCTN60291412.

Citing Articles

Rehabilitation using virtual gaming for Hospital and hOMe-Based training for the Upper limb in acute and subacute Stroke (RHOMBUS II): results of a feasibility randomised controlled trial.

Butcher T, Warland A, Stewart V, Aweid B, Samiyappan A, Kal E BMJ Open. 2025; 15(1):e089672.

PMID: 39880460 PMC: 11781105. DOI: 10.1136/bmjopen-2024-089672.

References
1.
Dominguez-Tellez P, Moral-Munoz J, Salazar A, Casado-Fernandez E, Lucena-Anton D . Game-Based Virtual Reality Interventions to Improve Upper Limb Motor Function and Quality of Life After Stroke: Systematic Review and Meta-analysis. Games Health J. 2020; 9(1):1-10. DOI: 10.1089/g4h.2019.0043. View

2.
Vratsistas-Curto A, Sherrington C, McCluskey A . Dosage and predictors of arm practice during inpatient stroke rehabilitation: an inception cohort study. Disabil Rehabil. 2019; 43(5):640-647. DOI: 10.1080/09638288.2019.1635215. View

3.
Ward N, Brander F, Kelly K . Intensive upper limb neurorehabilitation in chronic stroke: outcomes from the Queen Square programme. J Neurol Neurosurg Psychiatry. 2019; 90(5):498-506. DOI: 10.1136/jnnp-2018-319954. View

4.
Perez-Marcos D . Virtual reality experiences, embodiment, videogames and their dimensions in neurorehabilitation. J Neuroeng Rehabil. 2018; 15(1):113. PMC: 6258149. DOI: 10.1186/s12984-018-0461-0. View

5.
Putrino D, Zanders H, Hamilton T, Rykman A, Lee P, Edwards D . Patient Engagement Is Related to Impairment Reduction During Digital Game-Based Therapy in Stroke. Games Health J. 2017; 6(5):295-302. PMC: 5911704. DOI: 10.1089/g4h.2016.0108. View