Older Adults’ Experiences of Commercial Virtual Reality for Stroke Rehabilitation: A Mixed-Methods Study
Abstract
1. Introduction
2. Materials and Methods
2.1. Design and Setting
2.2. Participants
2.3. VR Exposure: MOVE FAST on a Commercial Wearable VR System (Meta Quest 3, Meta Platforms Inc., Menlo Park, CA, USA)
2.4. Measures
2.4.1. Technology Acceptance Model Questionnaire
2.4.2. Simulator Sickness Questionnaire
2.4.3. Semi-Structured Interviews
2.5. Procedure
2.6. Data Analysis
3. Results
3.1. Quantitative Results
3.1.1. Demographic Data
3.1.2. Acceptance of VR
3.1.3. Simulator Sickness
3.1.4. Correlation Analyses
3.2. Qualitative Results
3.2.1. Perceived Usability and Accessibility
“It was easy to use. The instructions were simple enough, and I didn’t have to make a huge effort to understand what to do. I could follow along without any confusion.”(P3)
“I gave it a five on the questionnaire because I really thought it was easy. I didn’t feel confused or worried during the experience. I just did what I was told, and it worked fine.”(P4)
“I wasn’t sure what to expect because it was my first time. The colours showed up, and I didn’t know what they meant at first. I got used to it after a while, but in the beginning, I felt a little lost.”(P10)
“It was a bit difficult for me to follow, probably because of my age. I’ve never used anything like this before, and it’s not easy to understand something completely new at this stage in life.”(P9)
3.2.2. Therapeutic Value and Clinical Perception
“I think it will help in the future, especially with how I move my arms. It’s not just playing a game—it’s real movement that requires coordination. That’s important for rehab, I think.”(P11)
“Being able to see the numbers and the feedback was helpful. In regular rehab, it’s not always clear how well you’re doing, but this gave me something I could understand directly.”(P1)
“I guess it was okay, maybe a four out of five. But honestly, I don’t know how useful it was. It didn’t feel like real therapy. It was just punching at things, like a game.”(P3)
“I don’t think this can really help with daily life skills. It’s too different from what I actually need to do every day.”(P9)
3.2.3. Engagement, Motivation, and Enjoyment
“It was fun, really. I don’t usually look forward to rehab, but with this, I kind of wanted to try it again. It felt like something different—not just doing exercises, but playing while moving. That makes a big difference.”(P5)
“It was a fun kind of therapy. I wasn’t just sitting there doing the usual things; I had to focus and respond. I liked that part. I think if more therapies were like this, I’d probably want to keep going.”(P10)
“If I had the opportunity, I’d like to do it again. But I’m not sure I’d choose it over other methods unless it was really shown to be better. I guess it depends on what options I have.”(P4)
“I didn’t dislike it, but I also didn’t feel strongly that I wanted to do it again. It was just okay.”(P11)
3.2.4. Social and Clinical Support
“I haven’t really talked to my family about it, but I think they would be supportive. They usually are. I imagine they’d say something like ‘give it a try.’”(P4)
“I think the rehab staff would recommend it. They seemed positive about it when they explained it to me, though it wasn’t a strong push either way.”(P2)
“I don’t think my doctor or therapists would really recommend this. It seems too new, too experimental. They didn’t say much, so maybe they’re not sure either.”(P11)
3.2.5. Physical and Cognitive Demands
“It was hard to concentrate at times. The things moved quickly on the screen, and I had to react fast. That was a bit stressful, even though it was just a simulation.”(P5)
“The colors and shapes came quickly, and I couldn’t always tell what to do. My reflexes aren’t what they used to be, so it was harder for me to keep up.”(P11)
“I had trouble seeing things clearly. My vision isn’t great anymore, and with the headset on, some parts looked blurry or hard to focus on.”(P9)
“I think it helped with my reaction time. I had to think and move quickly, which I don’t usually do anymore. That’s good practice for me.”(P1)
“Some parts were too fast, but I think that depends on the person. The system should adjust based on the user, because everyone’s reaction time is different.”(P1)
4. Discussion
5. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Acknowledgments
Conflicts of Interest
Abbreviations
| FIM | Functional Independence Measure |
| IOC | Index of Item-Objective Congruence |
| MMSE | Mini-Mental State Examination |
| SSQ | Simulator Sickness Questionnaire |
| TAM | Technology Acceptance Model |
| VR | Virtual Reality |
| PEOU | Perceived Ease of Use |
| PU | Perceived Usefulness |
| SI | Social Influence |
| IU | Intention to Use |
| BI | Behavioral Intention |
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| Participant | Sex | Diagnosis | Age | Level of Education | MMSE | FIM |
|---|---|---|---|---|---|---|
| P1 | Man | Hemorrhagic | 74 | Advanced Diploma | 30 | 118 |
| P2 | Man | Hemorrhagic | 94 | Bachelor | 30 | 93 |
| P3 | Man | Ischemic | 71 | High School | 30 | 116 |
| P4 | Woman | Hemorrhagic | 81 | High School | 29 | 96 |
| P5 | Man | Hemorrhagic | 82 | High School | 29 | 71 |
| P6 | Man | Ischemic | 74 | High School | 30 | 125 |
| P7 | Man | Hemorrhagic | 90 | High School | 24 | 74 |
| P8 | Man | Hemorrhagic | 81 | High School | 25 | 53 |
| P9 | Woman | Ischemic | 76 | High School | 29 | 122 |
| P10 | Man | Hemorrhagic | 81 | High School | 25 | 53 |
| P11 | Woman | Hemorrhagic | 70 | High School | 28 | 105 |
| P12 | Woman | Hemorrhagic | 71 | High School | 26 | 80 |
| P13 | Man | Ischemic | 84 | High School | 28 | 98 |
| Domain | Item | M | SD |
|---|---|---|---|
| Perceived Ease of Use | VR is easy to understand and easy to use. | 4.54 | 0.75 |
| VR can be mastered without much effort. | 4.23 | 0.97 | |
| VR helps in therapy. | 4.46 | 0.50 | |
| Domain average | 4.41 | 0.78 | |
| Perceived Usefulness | VR improves performance in daily living activities. | 4.15 | 0.77 |
| Social Influence | Family/friends support VR use. | 4.31 | 0.91 |
| Healthcare team recommends VR. | 4.38 | 0.84 | |
| Domain average | 4.35 | 0.88 | |
| Intention to Use | VR therapy is enjoyable. | 4.77 | 0.42 |
| Behavioral Intention | I plan to continue using VR in therapy. | 4.38 | 0.84 |
| I will continue to use VR even if other options are available. | 4.08 | 0.83 | |
| I will continue to use VR in therapy even if it requires effort. | 4.15 | 0.66 | |
| Domain average | 4.21 | 0.79 |
| Symptom | No Symptom | Mild | Moderate | Severe |
|---|---|---|---|---|
| General discomfort | - | 13 | - | - |
| Fatigue | - | 10 | 2 | 1 |
| Headache | - | 13 | - | - |
| Eyestrain | - | 11 | 2 | - |
| Difficulty focusing | - | 12 | - | 1 |
| Increased salivation | - | 11 | 2 | - |
| Sweating | - | 11 | 2 | - |
| Nausea | - | 13 | - | - |
| Difficulty concentrating | - | 9 | 4 | - |
| Fullness of head | - | 13 | - | - |
| Blurred vision | - | 11 | 2 | - |
| Dizziness (eyes open) | - | 13 | - | - |
| Dizziness (eyes closed) | - | 13 | - | - |
| Vertigo | - | 13 | - | - |
| Stomach awareness | - | 13 | - | - |
| Burping | - | 13 | - | - |
| Predictor | Outcome | rs | p-Value |
|---|---|---|---|
| Age (years) | PEOU | 0.082 | 0.790 |
| PU | −0.015 | 0.962 | |
| SI | 0.404 | 0.171 | |
| IU | −0.049 | 0.873 | |
| BI | 0.119 | 0.699 | |
| SSQ | 0.568 * | 0.043 * | |
| MMSE score | PEOU | 0.364 | 0.222 |
| PU | −0.072 | 0.816 | |
| SI | 0.074 | 0.810 | |
| IU | −0.025 | 0.936 | |
| BI | −0.286 | 0.344 | |
| SSQ | +0.052 | 0.867 |
| Theme | Sub-Theme |
|---|---|
| 1. Perceived Usability and Accessibility | Ease of Use and Interface Clarity |
| First-Time Confusion and Learning Curve | |
| Age-Related Accessibility Barriers | |
| 2. Therapeutic Value and Clinical Perception | Perceived Contribution to Physical Recovery |
| Usefulness of Measurable Feedback | |
| Skepticism Toward Clinical Impact | |
| 3. Engagement, Motivation, and Enjoyment | Enjoyment and Positive Emotional Response |
| Increased Willingness to Participate in Rehabilitation | |
| Conditional or Moderate Motivation | |
| 4. Social and Clinical Support | Perceived Support from Family or Friends |
| Ambiguity in Clinical Endorsement | |
| 5. Physical and Cognitive Demands | Sensory and Cognitive Load |
| Positive Challenge and Cognitive Stimulation | |
| Need for Individualised Calibration |
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© 2026 by the authors. Published by MDPI on behalf of the Lithuanian University of Health Sciences. Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license.
Share and Cite
Kim, M.; Thawisuk, C.; Uetake, S.; Kim, H.-D. Older Adults’ Experiences of Commercial Virtual Reality for Stroke Rehabilitation: A Mixed-Methods Study. Medicina 2026, 62, 577. https://doi.org/10.3390/medicina62030577
Kim M, Thawisuk C, Uetake S, Kim H-D. Older Adults’ Experiences of Commercial Virtual Reality for Stroke Rehabilitation: A Mixed-Methods Study. Medicina. 2026; 62(3):577. https://doi.org/10.3390/medicina62030577
Chicago/Turabian StyleKim, Minjoon, Chirathip Thawisuk, Shunichi Uetake, and Hyeong-Dong Kim. 2026. "Older Adults’ Experiences of Commercial Virtual Reality for Stroke Rehabilitation: A Mixed-Methods Study" Medicina 62, no. 3: 577. https://doi.org/10.3390/medicina62030577
APA StyleKim, M., Thawisuk, C., Uetake, S., & Kim, H.-D. (2026). Older Adults’ Experiences of Commercial Virtual Reality for Stroke Rehabilitation: A Mixed-Methods Study. Medicina, 62(3), 577. https://doi.org/10.3390/medicina62030577

