User Experience of Extended Reality Treatment for Visuospatial Neglect Among Patients and Informal Caregivers: Qualitative Interview Study.
Eileen Bousché, Hanne Huygelier, Tanja Cw Nijboer
PMID 42008584WHAT IT FOUND
Patients and caregivers liked the virtual and augmented reality games for poststroke neglect and found them playable, but wanted clearer targets, performance feedback, and safer, more tailored practice.
They were open to home use if equipment and time allowed.
Key findings
01Nine of ten patients and eight of eight caregivers made positive remarks about the games' feasibility and applicability, but five of ten patients and six of eight caregivers also raised concerns.
02Nine of ten patients and seven of eight caregivers said the games were motivating, while four of ten patients gave negative feedback.
03Patients were willing to practice at home if provided with equipment, and six of eight caregivers were willing to support home practice if it fit their schedules.
STILL TO COME
How it was doneWhat they foundWhat it means for OTs
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What it does not show
The study did not test whether the games improved visuospatial neglect or daily function. Only 10 patients and 8 informal caregivers participated, so the themes are not representative of all patients. Eight of ten patients were in the subacute phase, and neglect severity was not systematically confirmed with standardized tests. Gameplay sessions were short, 10 to 15 minutes, so fatigue and longer-term engagement were not captured. The study took place in one rehabilitation center that was described as progressive in technology use, which may have shaped attitudes. Some patients had aphasia, which may have limited the richness of their verbal feedback despite speech therapist support. One researcher coded all interviews, with samples discussed by others, rather than independent coding by multiple researchers.
The easy way to misread this
Do not read these positive experiences as evidence that the games improve neglect. The study asked patients and caregivers about usability and motivation after short play sessions, and it did not test clinical outcomes.
Summarised by AI from the full paper, without a clinician reviewing it. Check it against the source before it changes what you do. Read it on PubMed →