Related Experiment Video
Updated: Sep 13, 2025

08:36
The Immersive Cleveland Clinic Virtual Reality Shopping Platform for the Assessment of Instrumental Activities of Daily Living
Published on: July 28, 2022
3.9K
Feasibility, Acceptability, and Tolerability of Fully-Immersive Virtual Reality Use Among Individuals with
Daniel Stam1, Molly Watkins1, Brea Galyen1
1The College of Saint Scholastica, Duluth, Minnesota, USA.
Games for Health Journal
|July 25, 2025
Summary
Fully-immersive virtual reality (VR) is feasible, acceptable, and tolerable for adults with neurological impairment, showing enjoyment and therapeutic benefits. This technology offers a promising intervention for neurological rehabilitation.
Area of Science:
- Neurology
- Rehabilitation Medicine
- Human-Computer Interaction
Background:
- Virtual reality (VR) offers simulated environments for rehabilitation.
- Fully-immersive VR (head-mounted display) research in neurological patient populations is limited.
- Understanding patient experience with immersive VR is crucial for its application.
Purpose of the Study:
- To assess the feasibility, acceptability, and tolerability of using off-the-shelf, fully-immersive VR.
- To evaluate this VR intervention in adults with neurological impairment.
- To explore patient experience with immersive VR technology.
Main Methods:
- Mixed-methods study with 18 adult participants (mean age 67.11 years).
- Participants completed 20 minutes of dynamic, rhythm-based VR activity.
- Outcomes included VR Sickness Questionnaire (VRSQ), physiological data, User Satisfaction Evaluation Questionnaire (USEQ), and interviews.
Main Results:
- No statistically significant difference in VRSQ scores pre- and post-activity.
- High median USEQ score (27.50/28.25), indicating good user satisfaction.
- Participants achieved 63% maximal heart rate, with enjoyable and therapeutically challenging experiences reported.
Conclusions:
- A single session of fully-immersive VR is feasible, acceptable, and tolerable for adults with neurological conditions.
- Findings support the potential of immersive VR as a rehabilitation tool.
- Qualitative data highlighted enjoyment and therapeutic challenge as key facilitators.

