Feasibility and Acceptability of Virtual Reality for Rehabilitation After Acute Stroke in Patients of Various Ages.

Background: Stroke is a devastating disease associated with long-term disability. Poststroke rehabilitation is tailored to improve the physical and cognitive functions of patients who have had a stroke. Virtual reality immerses users in experiences. There are no data supporting or refuting if a pati...

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Detalles Bibliográficos
Publicado en:American Journal of Critical Care Vol. 35; no. 1; pp. 62 - 68
Autores principales: Sloan-Garza, Emma, Wilson, Jennifer, Techan, Asmiet, Joseph, Sonia, Weerasinghe, Himahansika, Kim, Yohan, Olson, DaiWai M.
Formato: research Journal Article
Publicado: American Association of Critical-Care Nurses Jan2026
Acceso en línea:Ver este registro en EBSCOhost
Descripción
Sumario:Background: Stroke is a devastating disease associated with long-term disability. Poststroke rehabilitation is tailored to improve the physical and cognitive functions of patients who have had a stroke. Virtual reality immerses users in experiences. There are no data supporting or refuting if a patient's age affects their willingness to use virtual reality as an adjunct to acute stroke rehabilitation. Objective: To explore generational differences regarding the acceptability and feasibility of using virtual reality as an adjunct to existing poststroke rehabilitation modalities. Methods: This was a prospective, nonrandomized, observational study of patients admitted to a critical care area with an acute stroke diagnosis. Patients wore a virtual reality headset and played a standardized virtual reality game for 5 minutes while in a hospital bed. They then completed the Acceptability of Intervention Measure and the Feasibility of Intervention Measure surveys. Results: Of 30 consented patients, 5 opted out before the 5-minute mark and 25 completed the study. Nine patients (30%) were from Generation X, and 21 (70%) were baby boomers. The mean (SD) score on the Acceptability of Intervention Measure was similar for both Generation X and baby boomers (17.3 [6.0] vs 16.9 [4.2]; P =.25), as was the mean (SD) score on the Feasibility of Intervention Measure (16.7 [5.9] vs 16.5 [3.4]; P =.29). Conclusions: Virtual reality is feasible and acceptable for use in a critical care setting across generational cohorts.