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. 2025 Jul 24;13:1566813. doi: 10.3389/fpubh.2025.1566813

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.