Table 1.
Characteristics of included literatures.
| Authors, year, country | Methodology | Data collection | Data analysis | Study population | Phenomenon of interest | Main results |
|---|---|---|---|---|---|---|
| Suai Li and Liu (2023) (28), China | Phenomenological | Semistructured interviews | Colaizzi’s analysis | Twelve ischemic stroke survivors | Exploring the experience of VRBR training for stroke survivors | 3 results: perceived benefits of using VR; perceived obstacles of using VR; needs of using VR for stroke patients |
| Tornbom and Danielsson (2018) (47), Sweden | Phenomenological | Semistructured interviews | Content analysis | Eight sub-acute stroke survivors | Exploring the treadmill walking experience in non-immersive virtual reality | 3 results: Enjoyable experience of using VR treadmill; Fatigue experience of using VR treadmill; Suggestions for improving the VR treadmill experience |
| Gustavsson et al. (2022) (48) Sweden | Descriptive research | Semistructured interviews | Thematic analysis | Six ischemic and one hemorrhagic stroke survivor | Exploring the experience of stroke survivors after VR training on commercial HTC Vive system | 3 results: Playing VR training experience; Perceived benefits and effects after VR training; Personalized VR training |
| Thomson et al. (2020) (49), Britain | Descriptive research | Semistructured interviews | Thematic analysis | Twelve stroke survivors (no stroke type mentioned) | Exploring the rehabilitation experience of stroke survivors using Nintendo Wii | 2 results: The experience of rehabilitation for stroke survivors using Wii; Companion has a positive effect on rehabilitation of stroke patients using Wii |
| Paquin et al. (2016) (25), Canada | Descriptive research | Semistructured interviews | Content analysis | Ten chronic stroke survivors (≥1 year) | Exploring the experience of stroke survivors using VR | 4 results: The experience of playing VR; The effect after using VR rehabilitation training; Professional guidance is required; The future of VR in stroke rehabilitation |
| Moan et al. (2021) (50), Norway | Descriptive research | Semistructured interviews | Thematic analysis | Mixed two types with one stroke survivor, two ischemic stroke survivors, and one hemorrhagic stroke survivor |
Exploring the treadmill walking experience in fully immersive virtual reality | 2 results: The experience of using VR treadmill; Recommendations for rehabilitation using VR treadmill |
| Lehmann et al. (2020) (29), Britain | Phenomenological | Semistructured interviews | Thematic analysis | Five stroke survivors (ischemic or hemorrhagic, including two right and three left hemiparesis) | Exploring the experience of the non-immersive virtual reality system You Grabber (YG) | 2 results: Medical and clinical elements (general experience of YG, expectations, feedback, arm function of YG, professional physiotherapist help); Social and personal elements (fatigue and positive experience of YG) |
| Amaya et al. (2018) (51), Britain | Descriptive research | Semistructured interviews | Thematic analysis | Twenty stroke aphasia survivors | Exploring the experience of stroke aphasia survivors using virtual reality EVA Park | 3 results: A fun experience after using EVA Park; Perceived benefits of using EVA Park; Perceptual barriers after using EVA Park |
| Pallesen et al, (2018) (30), Denmark | Phenomenological | Semistructured interviews | Giorgi’s analysis | Six sub-acute stroke survivors | Exploring the experience of stroke survivors with You Grabber (YG) upper limb training | 5 results: Motivational factors for using YG training; Engagement with YG training; Perceive the benefits of using YG training; Personalized YG training; Perceive technical barriers after training with YG; Satisfaction with YG training |
| Krishnan et al. (2023) (26), America | Phenomenological | Semistructured interviews | Thematic analysis | Eleven stroke survivors (>6 months) | Exploring the suggestions of using sports games for rehabilitation of stroke survivors | 2 results: Techniques used by stroke survivors; Perceived rehabilitation benefits and barriers using motor games in stroke survivors |
| Chen et al. (2020) (52), America | Phenomenological | Semistructured interviews | Thematic analysis | Thirteen chronic stroke survivors | Exploring the experience of stroke survivors on home tele-rehabilitation system | 5 results: Improved physical and mental health and social skills; Pleasant and convenient experience; Perceived obstacles factors; Peer attention increases motivation; The future and prospect of the system |
| Wingham et al. (2015) (53), Britain | Phenomenological | Semistructured interviews | Thematic analysis | Eighteen stroke survivors (no stroke type mentioned;<6 months) | Exploring the experience of arm rehabilitation with Wii | 5 results: frequency of using Wii; perceived the effectiveness of the Wii; acceptance of using Wii; Caregivers and social support; Setup and management of using Wii |
| Marika et al. (2018) (54), Canada | Phenomenological | Semistructured interviews | Thematic analysis | Seven sub-acute stroke survivors | Exploring the experience of stroke survivors using VR | 3 results: The usefulness of perceived VRBR; Satisfaction with virtual reality intervention; Aspects of virtual reality that need to be improved |
| Celinder et al. (2012) (27), Denmark | Phenomenological | Semistructured interviews | Content analysis | Nine stroke survivors (no stroke type mentioned) | Exploring the experience of stroke survivors using VR | 3 results: Perceive the relationship between VRBR and the diverse needs of daily life; Perceive the benefits of VRBR; Perceive the hindrance factors of using VR |
| Suzanne et al. (2024) (55), China | Phenomenological | Semistructured interviews | Thematic analysis | Eighteen ischaemic or haemorrhagic stroke survivors | Exploring the experience of stroke survivors using VR | 3 results: Shift in attitudes toward VR technology; Perceptions of VR effectiveness; Practical drawbacks and design recommendations |
| Lo et al. (2024) (56), Britain | Descriptive research | Semistructured interviews | Thematic analysis | Eighteen stroke survivors (≥12 weeks) | Exploring the experience of stroke survivors using VR | 5 results: Influences on the use of virtual reality; Perceptions of pretrial preparation, in-trial support and communication; Device usability and comfort; Factors motivating persistence; Perceived effectiveness of the intervention |
VRBR is virtual reality-based rehabilitation; Nintendo Wii is non-immersive virtual reality; HTC Vive system is immersive virtual reality; You Grabber (YG) is immersive virtual reality.