Please use this identifier to cite or link to this item: http://bura.brunel.ac.uk/handle/2438/28216
Title: Rehabilitation via HOMe Based gaming exercise for the Upper-limb post Stroke (RHOMBUS): a qualitative analysis of participants’ experience
Authors: Kilbride, C
Butcher, T
Warland, A
Ryan, J
Scott, DJM
Cassidy, E
Athanasiou, D
Singla-Buxarrais, G
Baker, K
Norris, M
Issue Date: 19-Jan-2024
Publisher: BMJ
Citation: Kilbride, C. et al. (2024) 'Rehabilitation via HOMe-Based gaming exercise for the Upper limb post Stroke (RHOMBUS): a qualitative analysis of participants’ experience', BMJ Open, 14 (1), pp. 1 - 8. doi: 10.1136/bmjopen-2023-075821.
Abstract: Objective To report participants’ experiences of trial processes and use of the Neurofenix platform for home-based rehabilitation following stroke. The platform, consisting of the NeuroBall device and Neurofenix app, is a non-immersive virtual reality tool to facilitate upper limb rehabilitation following stroke. The platform has recently been evaluated and demonstrated to be safe and effective through a non-randomised feasibility trial (RHOMBUS). Design Qualitative approach using semistructured interviews. Interviews were audio recorded, transcribed verbatim and analysed using the framework method. Setting Participants’ homes, South-East England. Participants Purposeful sample of 18 adults (≥18 years), minimum 12 weeks following stroke, not receiving upper limb rehabilitation prior to the RHOMBUS trial, scoring 9–25 on the Motricity Index (elbow and shoulder), with sufficient cognitive and communicative abilities to participate. Results Five themes were developed which explored both trial processes and experiences of using the platform. Factors that influenced participant’s decision to take part in the trial, their perceptions of support provided during the trial and communication with the research team were found to be important contextual factors effecting participants’ overall experience. Specific themes around usability and comfort of the NeuroBall device, factors motivating persistence and perceived effectiveness of the intervention were highlighted as being central to the usability and acceptability of the platform. Conclusion This study demonstrated the overall acceptability of the platform and identified areas for enhancement which have since been implemented by Neurofenix. The findings add to the developing literature on the interface between virtual reality systems and user experience. Trial registration number ISRCTN60291412.
URI: https://bura.brunel.ac.uk/handle/2438/28216
DOI: https://doi.org/10.1136/bmjopen-2023-075821
Other Identifiers: ORCiD ID: Cherry Kilbride https://orcid.org/0000-0002-2045-1883
ORCiD ID: Dr Alyson Warland https://orcid.org/0000-0002-4629-0395
ORCiD ID: Meriel Norris https://orcid.org/0000-0001-7779-5612
ORCiD ID: Jennifer Ryan https://orcid.org/0000-0003-3768-2132
ORCiD ID: Tom Butcher https://orcid.org/0009-0005-4452-4679
ORCiD ID: Karen Baker https://orcid.org/0000-0002-5354-3901
Appears in Collections:Dept of Health Sciences Research Papers

Files in This Item:
File Description SizeFormat 
FullText.pdfCopyright © Author(s) (or their employer(s)) 2024. Re-use permitted under CC BY. Published by BMJ. This is an open access article distributed in accordance with the Creative Commons Attribution 4.0 Unported (CC BY 4.0) license, which permits others to copy, redistribute, remix, transform and build upon this work for any purpose, provided the original work is properly cited, a link to the licence is given, and indication of whether changes were made. See: https://creativecommons.org/licenses/by/4.0/.318.89 kBAdobe PDFView/Open


This item is licensed under a Creative Commons License Creative Commons