Table 2.
Author (year of publication) | Study design | Size, N | Population demographics | Study objective | Usability testing method | Usability outcome | Findings |
Benham et al (2019) [59] | Observational (mixed methods exploratory) | 12 |
|
Examine applicability and effectiveness of a VRb intervention for pain, depression, and quality of life in older adults. | Qualitative interviews | Qualitative themes: usability assessment and satisfaction | All participants reported overall positive experiences. Overall, 47% experienced an undesirable symptom, but all symptoms were related to a specific activity that could be avoided in future use; 91.7% reported they would continue use if given the chance; and 100% would recommend the device to other seniors. |
Fowler et al (2019) [58] | Observational (single-arm feasibility) | 16 |
|
Assess effect and feasibility of VR usage on fear of movement, pain outcomes, and patient functioning. | Quantitative questionnaire | Ratings of immersion, self-reported VR intensity, session length, and side effects | Selected applications did not calibrate in intensity as expected (low-movement applications rated higher in intensity and high-movement applications rated lower). Sessions were also rated too short. Minor adverse events included cybersickness symptoms and neck strain. |
Garcia-Palacios et al (2015) [61] | Randomized control trial | 61 |
|
Assess acceptability and efficacy of VR based on activity level, pain, quality of life, and mood of patients with fibromyalgia. | Quantitative questionnaire | Rating of acceptability and satisfaction | Participants had high satisfaction with VR treatment. They found the treatment logical and useful and would definitely recommend it to a friend. The participants did not find the treatment aversive or unpleasant. The VR device was deemed highly useful. |
Hennessy et al (2020) [60] | Observational (content validity and feasibility) | 12 |
|
Determine content validity and feasibility of VR application use. | Usability questionnaire (SUSc) | Ratings of content validity; SUS | All participants assigned higher avoidance, expected pain, and expected concern for high-intensity modules compared with low-intensity modules. Participants rated the usability of the VR application as acceptable. |
Stamm et al (2020) [62] | Observational (usability evaluation) | 15 |
|
Understand expectations, desires, preferences, and barriers of VR pain therapy. Determine frameworks of therapy by physiotherapists and psychotherapists. | Qualitative questionnaire | Expert and user requirements assessments | Key requirements were target-group–specific and included individual briefing, user-friendly handling, inclusion of movement limitations, presentation of everyday scenarios in combination with biofeedback, age-appropriate feedback through praise and awards, and a maximum exercise duration of 30 and 15 min of relaxation. |
aReported study demographic that met inclusion criteria.
bVR: virtual reality.
cSUS: System Usability Scale.