Table I.
Case | Target population | Treatment setting |
Type of VR/AVG | End users involved | Outcomes |
---|---|---|---|---|---|
1 | Individuals with stroke | Inpatient stroke rehabilitation | Gesturetek IREX | PT, OT | Improved self-reported knowledge and attitudes No change in intention to use VR No change in VR use |
2 | Pro-bono clinic clients (uninsured/underinsured) | Pro-bono student-run outpatient clinic | Rapael SmartGlove | OT students | Successful training Student reported high levels of competence Target population reported good usability of system |
3 | Adolescents and adults with hemiparesis | Home-based rehabilitation | Adapted PlayStation2 controllers interfaced with existing games on social media platform | PT, OT, participants with hemiparesis | Perceived therapeutic benefit by target population Additional training necessary Awareness of communication preferences of end users during implementation |
4 | Individuals with stroke, brain injury, amputations, older adults at risk for falls | Outpatient clinic, hospital, home | Commercially available games, customized software paired with Microsoft Kinect® | PT, OT, individuals with disabilities (target population) | Support for use in the clinical setting Training workshops well-received by therapists and other end users |