The Impact of a Novel Immersive Virtual Reality Technology Associated with Serious Games in Parkinson’s Disease Patients on Upper Limb Rehabilitation: A Mixed Methods Intervention Study
Patricia Sánchez-Herrera-Baeza,
Roberto Cano-de-la-Cuerda,
Edwin Daniel Oña-Simbaña,
Domingo Palacios-Ceña,
Jorge Pérez-Corrales,
Juan Nicolas Cuenca-Zaldivar,
Javier Gueita-Rodriguez,
Carlos Balaguer-Bernaldo de Quirós,
Alberto Jardón-Huete,
Alicia Cuesta-Gomez
Affiliations
Patricia Sánchez-Herrera-Baeza
Department of Physical Therapy, Occupational Therapy, Rehabilitation and Physical Medicine, Universidad Rey Juan Carlos, PC 28922 Madrid, Spain
Roberto Cano-de-la-Cuerda
Department of Physical Therapy, Occupational Therapy, Rehabilitation and Physical Medicine, Universidad Rey Juan Carlos, PC 28922 Madrid, Spain
Edwin Daniel Oña-Simbaña
Robotics Lab, University Carlos III of Madrid, Leganés, PC 28911 Madrid, Spain
Domingo Palacios-Ceña
Department of Physical Therapy, Occupational Therapy, Rehabilitation and Physical Medicine, Research Group of Humanities and Qualitative Research in Health Science of Universidad Rey Juan Carlos (Hum&QRinHS), Universidad Rey Juan Carlos, PC 28922, Madrid, Spain
Jorge Pérez-Corrales
Department of Physical Therapy, Occupational Therapy, Rehabilitation and Physical Medicine, Research Group of Humanities and Qualitative Research in Health Science of Universidad Rey Juan Carlos (Hum&QRinHS), Universidad Rey Juan Carlos, PC 28922, Madrid, Spain
Juan Nicolas Cuenca-Zaldivar
Rehabilitation Unit, Hospital de Guadarrama, Department of Physical Therapy, Universidad Francisco de Vitoria, PC 28223 Madrid, Spain
Javier Gueita-Rodriguez
Department of Physical Therapy, Occupational Therapy, Rehabilitation and Physical Medicine, Research Group of Humanities and Qualitative Research in Health Science of Universidad Rey Juan Carlos (Hum&QRinHS), Universidad Rey Juan Carlos, PC 28922, Madrid, Spain
Carlos Balaguer-Bernaldo de Quirós
Robotics Lab, University Carlos III of Madrid, Leganés, PC 28911 Madrid, Spain
Alberto Jardón-Huete
Robotics Lab, University Carlos III of Madrid, Leganés, PC 28911 Madrid, Spain
Alicia Cuesta-Gomez
Department of Physical Therapy, Occupational Therapy, Rehabilitation and Physical Medicine, Universidad Rey Juan Carlos, PC 28922 Madrid, Spain
Background: Parkinson’s disease is a neurodegenerative disorder that causes impaired motor functions. Virtual reality technology may be recommended to optimize motor learning in a safe environment. The objective of this paper was to evaluate the effects of a novel immersive virtual reality technology used for serious games (Oculus Rift 2 plus leap motion controller—OR2-LMC) for upper limb outcomes (muscle strength, coordination, speed of movements, fine and gross dexterity). Another objective was to obtain qualitative data for participants’ experiences related to the intervention. Methods: A mixed methods intervention (embedded) study was used, with a qualitative design after a technology intervention (quantitative design). The intervention and qualitative design followed international guidelines and were integrated into the method and reporting subheadings. Results: Significant improvements were observed in strength (p = 0.028), fine (p = 0.026 to 0.028) and gross coordination dexterity, and speed movements (p = 0.039) in the affected side, with excellent compliance (100%) and a high level of satisfaction (3.66 ± 0.18 points out of the maximum of 4). No adverse side effects were observed. Qualitative findings described patients’ perspectives regarding OR2-LMC treatment, facilitators and barriers for adherence, OR2-LMC applications, and treatment improvements. Conclusions: The intervention showed positive results for the upper limbs, with elements of discordance, expansion, and confirmation between qualitative and quantitative results.