Skip to main content

Table 1 Therapist’s answers on the multiple-choice questions, split per game

From: Virtual and augmented reality gamification of visuospatial neglect treatment: therapists’ user experience

 

AR Virtual Museum

VR HEMIRehApp

AR Balloon Popping

A. Do you want to see how the patient played the game?

n = 8

n = 5

n = 12

 Yes

8 (100%)

5 (100%)

11 (91.7%)

 No

0

0

1 (8.3%)

B. Is it clear what instructions you need to give? If not, how do you want to receive extra information about instructions?

 Yes

5 (62.5%)

2 (40%)

7 (58.3%)

 No, I would like to receive extra information thusa

3 (37.5%)

3 (60%)

5 (41.7%)

C. How can the game be used in the rehabilitation center?

 The patient can play the game autonomously

8 (100%)

5 (100%)

4 (33.3%)

 The game can be played during therapy

4 (50%)

2 (40%)

12 (100%)

 The patient can play the game with the help of an informal care giver

5 (62.5%)

2 (40%)

10 (83.3%)

 Othera

2 (25%)

2 (40%)

2 (17%)

D. What are the greatest obstacles to using the game? (Multiple answers possible)

 Duration

1 (12.5%)

2 (40%)

0

 Patient cannot play the game individually

0

1 (20%)

5 (42%)

 Unclear instructions

1 (12.5%)

1 (20%)

4 (33.3%)

 Costs/finance

2 (25%)

2 (40%)

3 (25%)

 Space/location

3 (37.5%)

1 (20%)

5 (42%)

 Othera

2 (25%)

1 (20%)

7 (58.3%)

E. Would you recommend the game to your colleagues within rehabilitation medicine?

 Yes

5 (62.5%)

2 (40%)

9 (75%)

 No

0

0

0

 Othera

3 (37.5%)

3 (60%)

3 (25%)

  1. aThese options included a free-text box analyzed in the qualitative coding of responses