Purpose To explore the user experience of neuromuscular patients engaging with virtual reality. Materials and methods In this observational study, patients aged 16 and older, with a clinical and/or genetic diagnosis of neuromuscular disease, underwent a recreational VR experience. The virtual reality activity consisted of using Tripp® application during hospitalisation using Oculus Quest 2®. Subsequently, they completed a set of questionnaires assessing technology acceptance, cybersickness, and flow state, defined as the level of engagement during an activity. Results Fifty-nine patients reported low levels of cybersickness and high levels of flow state. A significant positive correlation was found between user experience and flow state, while no significant relationship was observed between technology acceptance and cybersickness. Discussion Overall, this research highlights the feasibility of virtual reality as an acceptable tool in the neuromuscular population providing insights into the technology’s application in clinical settings. IMPLICATIONS FOR REHABILITATION Immersive Virtual Reality technology offers new opportunities for the clinical care and hospitalisation of people affected by neuromuscular disorders. Immersive Virtual Reality technology proves to be an acceptable tool, in terms of feasibility, cybersickness and flow state, for people affected by neuromuscular disorders. Incorporating Immersive Virtual Reality into standard clinical practices opens up new possibilities in neuromuscular patients’ care.

User experience and cybersickness in neuromuscular patients using recreational immersive virtual reality

Marta Mondellini;
2025

Abstract

Purpose To explore the user experience of neuromuscular patients engaging with virtual reality. Materials and methods In this observational study, patients aged 16 and older, with a clinical and/or genetic diagnosis of neuromuscular disease, underwent a recreational VR experience. The virtual reality activity consisted of using Tripp® application during hospitalisation using Oculus Quest 2®. Subsequently, they completed a set of questionnaires assessing technology acceptance, cybersickness, and flow state, defined as the level of engagement during an activity. Results Fifty-nine patients reported low levels of cybersickness and high levels of flow state. A significant positive correlation was found between user experience and flow state, while no significant relationship was observed between technology acceptance and cybersickness. Discussion Overall, this research highlights the feasibility of virtual reality as an acceptable tool in the neuromuscular population providing insights into the technology’s application in clinical settings. IMPLICATIONS FOR REHABILITATION Immersive Virtual Reality technology offers new opportunities for the clinical care and hospitalisation of people affected by neuromuscular disorders. Immersive Virtual Reality technology proves to be an acceptable tool, in terms of feasibility, cybersickness and flow state, for people affected by neuromuscular disorders. Incorporating Immersive Virtual Reality into standard clinical practices opens up new possibilities in neuromuscular patients’ care.
2025
Istituto di Sistemi e Tecnologie Industriali Intelligenti per il Manifatturiero Avanzato - STIIMA (ex ITIA)
Virtual Reality
neuromuscular diseases
wereable electronic devices
cybersickness
user experience
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Utilizza questo identificativo per citare o creare un link a questo documento: https://hdl.handle.net/20.500.14243/559258
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