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. 2023 Sep 26;9:20552076231203599. doi: 10.1177/20552076231203599

Table 6.

Distribution of the participants’ ratings for pain in the affected upper limb due to the use of the immersive virtual reality–based exercise system.

Pain level Intervention Control
Week 1 (n = 23) Week 2 (n = 14) Week 1 (n = 18) Week 2 (n = 14)
0 15 (65.2%) 10 (71.4%) 15 (83.3%) 11 (78.6%)
1 0 (0.0%) 0 (0.0%) 0 (0.0%) 1 (7.1%)
2 3 (13.0%) 1 (7.1%) 2 (11.1%) 1 (7.1%)
3 0 (0.0%) 0 (0.0%) 1 (5.6%) 0 (0.0%)
4 3 (13.0%) 3 (21.4%) 0 (0.0%) 1 (7.1%)
5 0 (0.0%) 0 (0.0%) 0 (0.0%) 0 (0.0%)
6 2 (8.7%) 0 (0.0%) 0 (0.0%) 0 (0.0%)
7 0 (0.0%) 0 (0.0%) 0 (0.0%) 0 (0.0%)
8 0 (0.0%) 0 (0.0%) 0 (0.0%) 0 (0.0%)
9 0 (0.0%) 0 (0.0%) 0 (0.0%) 0 (0.0%)
10 0 (0.0%) 0 (0.0%) 0 (0.0%) 0 (0.0%)