Survey
Virtual Reality and Active Videogame-Based Practice, Learning Needs, and Preferences: A Cross-Canada Survey of Physical Therapists and Occupational Therapists
Levac D, Glegg S, Colquhoun H, Miller P & Noubary F
Games for Health Jorunal Volume 6, Number 4; 2017
DOI:10.1089/g4h.2016.0089
Link to abstract: www.ncbi.nlm.nih.gov/pubmed/28816511
Objective: To conduct a cross-Canada survey to poll therapists on virtual reality and active videogame (VR/AVG) use.
Process: A convenience sample of 1071 therapists was polled online using the ADOPT- VR2 instrument (Assessing the Determinants of Prospective Take-up of Virtual Reality).
Findings: Almost half of the respondents had experience with VR/AVG. Factors that favoured VR/AVG use include the technology’s perceived usefulness and the therapists’ sense of self-efficacy.
Barriers to use include “lack of funds, space, time, support staff and appropriate clients”, and “facilitators included client motivation, therapist knowledge and administrative support”. Most of the respondents indicated an interest in learning more about VR/AVG treatment-based programs.