Greek Occupational Therapists’ Perspectives on the Clinical Application of Fully Immersive Virtual Reality in Post-Stroke Upper Limb Rehabilitation: An Exploratory Qualitative Study
Abstract
1. Introduction
2. Materials and Methods
2.1. Study Participants and Recruitment
2.2. Recruitment
2.3. Data Collection
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- Experiences and challenges with VR use in clinical practice;
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- Alignment of VR interventions with OT goals;
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- Patient engagement and motivation during VR-based therapy;
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- Accessibility and customization of VR systems for diverse patients;
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- Characteristics of effective and functionally meaningful VR tasks;
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- Feedback mechanisms and suggestions for improving VR integration.
2.4. Data Analysis
3. Results
3.1. Participants
3.2. Findings: Thematic Analysis
3.2.1. Technical and Functional Challenges: Barriers to Seamless Integration
“Every session starts with 15–20 min of technical setup before we even begin therapy.”
“Safety is a major concern—patients with poor trunk control may feel dizzy or fall during FIVR sessions.”
| Category of Challenge | Key Issues Reported | Clinical Impact | Representative Quotes |
|---|---|---|---|
| Installation & Setup Complexity | Lengthy preparation, environment arrangement, difficulty assisting patients | Reduces active therapy time, delays sessions, limits spontaneous use | “Every session starts with 15–20 min of setup before we even begin therapy.” (OT3) “Sometimes we don’t have enough time for FIVR because setting it up takes so long.” (OT1) |
| Motion Tracking & Calibration Errors | Hand/controller tracking loss, misalignment, frequent recalibration | Breaks session flow, frustrates patients, reduces trust in FIVR | “Sometimes the hands disappear, and we have to stop everything to fix it.” (OT4) “Patients get annoyed when the system doesn’t respond to their movements.” (OT4) |
| Software Instability & Connectivity Issues | Crashes, freezing, delayed loading, weak Wi-Fi, Bluetooth disconnections | Session interruptions, system unpredictability, increased workload | “The program crashed three or four times in one session—it’s not sustainable.” (OT1) “We often lose connection mid-task, and patients get confused.” (OT5) |
| Device Comfort & Safety Risks | Heavy headsets, visual fatigue, dizziness, fall risk | Shorter sessions, increased therapist assistance, limited use with severe patients | “Safety is a major concern—patients with poor trunk control may fall.” (OT1) “Some patients get dizzy or can’t wear the headset for long.” (OT3) |
| Lack of IT Support & Training | Therapists handle troubleshooting, limited technical training, no institutional guidelines | Increased cognitive load, system underutilization, reluctance to use VR regularly | “If something didn’t work, we had to figure it out ourselves.” (OT4) “I wish we had more guidance on how to use the system effectively.” (OT2) |
3.2.2. Task-Oriented Design: The Need for Occupation-Based Relevance
“If the patient is practicing slicing bread in VR, that’s something they can actually use at home—it gives them a sense of real progress.”
“I prefer VR tasks that simulate real-life activities like cooking or dressing.”
3.2.3. Customization and Cultural Relevance: Toward Personalized and Contextually Appropriate Interventions
“When a 70-year-old woman sees a kitchen with appliances she’s never used, it breaks the immersion and makes the task feel irrelevant.”
“We need content that reflects Greek culture and language to make it relevant.”
3.2.4. Skill Transfer to the Real World: Bridging the Virtual-Physical Divide
“It’s unclear if skills learned in VR transfer to real-world tasks.”
3.2.5. Financial and Organizational Limitations: Structural Barriers to Adoption
“We’re still using basic splints and resistance bands, and now you expect us to afford money for a headset?”
3.2.6. Feedback and Motivation: Enhancing Engagement Through Interactive Reinforcement
“Patients love seeing their progress in real-time—it motivates them.
4. Discussion
Limitations and Future Research
5. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Acknowledgments
Conflicts of Interest
Abbreviations
| FIVR | Fully Immersive Virtual Reality |
| OT | Occupational Therapy |
| ADL | Activities of Daily Living |
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| Participants | Gender | Age (in Years) | Level of Education | Work Experience (in Years) | Employer |
|---|---|---|---|---|---|
| OT1 | Male | 39 | MSc | 15 | Private Rehabilitation & Recovery Center |
| OT2 | Female | 31 | MSc | 8 | University |
| OT3 | Female | 33 | MSc | 10 | University |
| OT4 | Female | 49 | MSc | 27 | Public Hospital |
| OT5 | Male | 41 | BSc | 14 | Private Rehabilitation & Recovery Center |
| OT6 | Female | 31 | MSc | 8 | Private Rehabilitation & Recovery Center |
| Theme | Barriers | Benefits |
|---|---|---|
| Technical and Functional Features | Complex setup (HMDs, sensors, calibration, environment preparation) Frequent technical interruptions (software crashes, motion-tracking inaccuracies, connectivity issues). Limited IT support in public hospitals Safety concerns for patients with impaired balance, dizziness, spatial neglect, or low trunk control. | Enables immersive, controlled and customized practice Provides precise motion tracking and feedback Allows therapists to objectively monitor repetition rate, movement amplitude, and task accuracy. |
| Task-Oriented Design | Commercial applications often “childish” or inappropriate for adults (e.g., balloon popping, arcade throwing games). Limited simulation of real ADLs. Tasks lack multi-step, goal-directed components required for functional rehabilitation. | Supports realistic, occupation-based practice (e.g., slicing bread, preparing coffee). Enhances goal-directed, purposeful action aligned with OT philosophy. Facilitates graded task difficulty to match ADL progress. |
| Customization and Cultural Relevance | Limited ability to tailor tasks to patient needs (cognitive level, motor ability, visual impairments). Interfaces lack Greek language options and culturally familiar environments. Activities not matched to age, lifestyle, or prior roles (e.g., unfamiliar kitchen designs). | High potential for personalized intervention based on patient interests, strengths, and goals. Allows therapists to modify task pacing, visual complexity, and feedback modalities. Supports development of culturally grounded VR environments to increase relevance and engagement. |
| Skill Transfer to the Real World | Uncertainty about whether performance gains in FIVR generalize to daily activities. These environments may not reflect the variability of real home/community settings. Limited integration of dual-tasking or real-world distractions. | Enables high-intensity, repetitive training consistent with motor learning principles. Can be combined with real-world tasks to support transfer (e.g., practicing reaching in FIVR, then immediately applying it during dressing or kitchen tasks). Allows safe early practice before patients attempt tasks in complex environments. |
| Financial and Organizational Limitations | High cost of HMDs, tracking sensors, software licenses, and upgrades. Lack of reimbursement or institutional funding streams. Limited training opportunities for clinicians and absence of standardized protocols. Infrastructure in Greek public hospitals often inadequate (space constraints, limited Wi-Fi, outdated computers). | Potentially cost-effective long-term if scaled across multiple patients and centers. Allows standardized therapy delivery and consistent documentation. May increase therapy dose and patient throughput when integrated into routine practice. |
| Feedback and Motivation | Risk of over-gamification distracting from therapeutic goals. Some feedback systems emphasize scoring over movement quality. | Strongly enhances motivation and engagement, especially in chronic patients. Real-time visual and auditory feedback increases self-efficacy and awareness of progress. Gamified accomplishments (scores, levels, achievements) improve adherence and long-term participation. |
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Lygouras, D.; Tsinakos, A.; Seimenis, I.; Vadikolias, K. Greek Occupational Therapists’ Perspectives on the Clinical Application of Fully Immersive Virtual Reality in Post-Stroke Upper Limb Rehabilitation: An Exploratory Qualitative Study. Virtual Worlds 2026, 5, 4. https://doi.org/10.3390/virtualworlds5010004
Lygouras D, Tsinakos A, Seimenis I, Vadikolias K. Greek Occupational Therapists’ Perspectives on the Clinical Application of Fully Immersive Virtual Reality in Post-Stroke Upper Limb Rehabilitation: An Exploratory Qualitative Study. Virtual Worlds. 2026; 5(1):4. https://doi.org/10.3390/virtualworlds5010004
Chicago/Turabian StyleLygouras, Dimosthenis, Avgoustos Tsinakos, Ioannis Seimenis, and Konstantinos Vadikolias. 2026. "Greek Occupational Therapists’ Perspectives on the Clinical Application of Fully Immersive Virtual Reality in Post-Stroke Upper Limb Rehabilitation: An Exploratory Qualitative Study" Virtual Worlds 5, no. 1: 4. https://doi.org/10.3390/virtualworlds5010004
APA StyleLygouras, D., Tsinakos, A., Seimenis, I., & Vadikolias, K. (2026). Greek Occupational Therapists’ Perspectives on the Clinical Application of Fully Immersive Virtual Reality in Post-Stroke Upper Limb Rehabilitation: An Exploratory Qualitative Study. Virtual Worlds, 5(1), 4. https://doi.org/10.3390/virtualworlds5010004

