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Published on: July 28, 2022
User experience and cybersickness in neuromuscular patients using recreational immersive virtual reality
Lucia Catherine Greco1,2, Silvia Bolognini2, Andrea Lizio1
1Neuromuscular Omnicentre (NEMO), Fondazione Serena Onlus, Milan, Italy.
Purpose:
To explore the user experience of neuromuscular patients engaging with virtual reality.
Materials And Methods:
In this observational study, patients aged 16 and older, with a clinical and/or genetic diagnosis of neuromuscular disease, underwent a recreational VR experience. The virtual reality activity consisted of using Tripp® application during hospitalisation using Oculus Quest 2®. Subsequently, they completed a set of questionnaires assessing technology acceptance, cybersickness, and flow state, defined as the level of engagement during an activity.
Results:
Fifty-nine patients reported low levels of cybersickness and high levels of flow state. A significant positive correlation was found between user experience and flow state, while no significant relationship was observed between technology acceptance and cybersickness.
Discussion:
Overall, this research highlights the feasibility of virtual reality as an acceptable tool in the neuromuscular population providing insights into the technology's application in clinical settings.

