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Children's and young people's perspectives on extended reality in paediatric rehabilitation: A qualitative study
Jéromine Hervo1,2,3, Audrey Ferron4,5, Marietta Kersale2,3,6
1Pediatric Department, Fondation ILDYS, rue Alain Colas, Brest, France.
Aim:
To explore children's and young people's experiences with extended reality (XR) in rehabilitation, their perceptions of its benefits and challenges, and their visions for its future integration.
Method:
A qualitative, interpretive, descriptive study was conducted using semi-structured interviews and focus groups with children and young people who had used XR in rehabilitation. Thematic analysis using an inductive approach was conducted by an interdisciplinary team (including a research partner).
Results:
Twenty-eight participants aged 6 to 20 years (mean = 12 years [SD 3 years 8 months]) were included. The five themes were: (1) If we play it at home, let's use it in rehab! Participants perceived XR as a familiar tool, naturally extendable to clinical settings; (2) Gaming for engagement. Participants described XR games as fun and motivating, increasing adherence; (3) Gaming for gains, that is, XR's therapeutic value. Participants described it as an effective tool that can support different rehabilitation goals; (4) Power to play: how XR can empower us. XR fostered a sense of empowerment; (5) Beyond play: challenges. Challenges were identified, including adverse events and redefining the therapist's role.
Interpretation:
Participants perceived XR for rehabilitation as both logical and necessary. Future rehabilitation models should integrate children's and young people's perspectives and prioritize engaging, inclusive usability across clinical and home settings.