User experience and cybersickness in neuromuscular patients using recreational immersive virtual reality
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Published on: July 28, 2022
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.

