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Article type: Research Article
Authors: Farrow, Stephanie | Reid, Denise; *
Affiliations: University of Toronto, Department of Occupational Therapy, Toronto, Ontario, Canada
Correspondence: [*] Address for correspondence: Dr. D. Reid, University of Toronto, 500 University Ave., Virtual Reality Laboratory, Toronto, Ontario, Canada, M5G 1V7. Tel.: +1 416 978 5937; Fax: +1 416 9468570; E-mail: d.reid@utoronto.ca.
Abstract: It is evident that a major issue for stroke survivors is a failure to resume enjoyable leisure activities. This pilot study is a qualitative investigation of the experiences of sixteen stroke survivors, ages 49 to 86, after engaging in a leisure virtual reality (VR) intervention program. Each participant took part in a qualitative in-depth interview to discuss the VR experience. VR can be described as an immersive 3-dimensional environment, which requires participants to interact with simulated objects. Four themes emerged from the data: doing and engaging, enabling competence, this has got me moving, and recommendations. The subtheme technology is okay, also emerged. Findings from this study illustrate that stroke survivors have a decrease in leisure participation and VR is viewed as an opportunity for participation. Engaging in VR creates new interests or rekindles an interest in returning to previous leisure activities. VR is also perceived as a form of therapy with benefits for the body and mind. Moreover, the findings support the idea that older persons are comfortable with this technology. Results are discussed in terms of theories of flow, self-efficacy, and a person-environment experience. Although VR will not fully replace real experiences and environments, it is an avenue for stroke survivors to realize their potential. This research has an implication for practice and future research.
Keywords: virtual reality, stroke, self-efficacy, flow
DOI: 10.3233/TAD-2004-16201
Journal: Technology and Disability, vol. 16, no. 2, pp. 69-81, 2004
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