Immersive virtual reality in children with upper limb injuries: Findings from a feasibility study.
Ivan Phelan, Penny J Furness, Heather D Dunn and 4 others
PMID 34151871WHAT IT FOUND
In a small feasibility study, children with upper limb injuries reported that immersive virtual reality games made rehabilitation exercises more enjoyable, easier, and less painful than usual therapy.
Physiotherapists observed increased range of motion and engagement, though the study lacked a control group and baseline data.
Key findings
01Children rated their experience with the virtual reality games as significantly more enjoyable (median 10/10) and less painful (median 3/10) compared to their usual rehabilitation sessions.
02Qualitative themes identified that the immersive environment distracted children from pain and boredom, leading to increased motivation, effort, and perceived range of motion during the session.
03Physiotherapists reported that children moved more naturally and for longer durations in the virtual reality games, with some showing measurable gains in range of motion despite previous plateaus.
STILL TO COME
How it was doneWhat they foundWhat it means for PTsWhat it means for OTs
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What it does not show
The study was a small, single-session feasibility trial without a control group, so it cannot determine if the observed benefits were due to the VR intervention or other factors like novelty or attention. Range of motion data were incomplete and collected at inconsistent times, making statistical analysis unreliable. The sample was recruited from a single hospital trust, limiting generalizability. Only two physiotherapists were interviewed, and they were enthusiastic about the technology, which may have influenced their reporting. The study did not assess long-term effects or whether engagement with VR would persist over time.
Declared interests
The study was funded by the Medical Research Council (UK). No other conflicts of interest were declared.
The easy way to misread this
Do not interpret the reported improvements in pain and range of motion as proof that immersive virtual reality is more effective than conventional therapy. The study lacked a control group and baseline data, and the positive results may be partly due to the novelty of the technology or the Hawthorne effect from increased attention.