Please use this identifier to cite or link to this item: https://bura.brunel.ac.uk/handle/2438/33653
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dc.contributor.authorButcher, Tom-
dc.contributor.authorWarland, Alyson-
dc.contributor.authorStewart, Victoria-
dc.contributor.authorNorris, Meriel-
dc.contributor.authorAweid, Basaam-
dc.contributor.authorSamiyappan, Arul-
dc.contributor.authorKal, Elmar-
dc.contributor.authorRyan, Jennifer-
dc.contributor.authorAthanasiou, Dimitrios A-
dc.contributor.authorBaker, Karen-
dc.contributor.authorSingla-Buxarrais, Guillem-
dc.contributor.authorPound, Carole-
dc.contributor.authorGowing, Francesca-
dc.contributor.authorKilbride, Cherry-
dc.date.accessioned2026-08-04T11:16:28Z-
dc.date.available2026-08-04T11:16:28Z-
dc.date.issued2026-07-02-
dc.identifier.citationButcher, T. et al. (2026) 'Rehabilitation using virtual gaming for Hospital and hOMe-Based training for the Upper limb in acute and subacute Stroke (RHOMBUS II): a qualitative analysis of participants’ experience', BMJ Open, 16(7), e119145, pp. 1–10. doi: 10.1136/bmjopen-2026-119145.en_GB
dc.identifier.urihttps://bura.brunel.ac.uk/handle/2438/33653-
dc.descriptionData availability statement: No data are available. No data are available. Participants did not consent for datasets to be stored or accessed outside of the research team. Therefore, no datasets have been made publicly available.en_GB
dc.descriptionFor the purposes of open access, the author has applied a Creative Commons Attribution (CC BY) Licence to any Accepted Author Manuscript version arising from this submission.en_GB
dc.descriptionSupplemental material: This content has been supplied by the author(s). It has not been vetted by BMJ Publishing Group Limited (BMJ) and may not have been peer-reviewed. Any opinions or recommendations discussed are solely those of the author(s) and are not endorsed by BMJ. BMJ disclaims all liability and responsibility arising from any reliance placed on the content. Where the content includes any translated material, BMJ does not warrant the accuracy and reliability of the translations (including but not limited to local regulations, clinical guidelines, terminology, drug names and drug dosages), and is not responsible for any error and/or omissions arising from translation and adaptation or otherwise.en_GB
dc.description.abstractObjectives: To explore the experience of participants using the Neurofenix (Naples, Florida, USA) platform for hospital and home-based upper limb rehabilitation in acute and subacute stroke, and to report acceptability of trial and data collection processes in a feasibility randomised controlled trial (Rehabilitation using virtual gaming for Hospital and hOMe-Based therapy for the Upper limb in acute and subacute Stroke (RHOMBUS II)). The trial investigated safety, feasibility and acceptability of the platform, a non-immersive virtual reality (VR) tool, to facilitate upper limb rehabilitation following stroke. The intervention group (n=16) received usual care plus the platform for 7 weeks. The control group (n=8) received usual care only. Design: A qualitative descriptive approach using semi-structured interviews. Interviews were audio-recorded, transcribed verbatim, and analysed using the Framework Method. The Theoretical Framework of Acceptability informed the development of the topic guide and the analysis. Setting: Homes of participants and an inpatient stroke rehabilitation unit, London, UK. Participants: A purposive sample of 11 adults (≥18 years) was recruited from the trial intervention group, 35–89 years of age, ranging from mild to severe upper limb impairment and representing varying levels of engagement with the Neurofenix platform. Additionally three participants were recruited from the trial control group. Results: Six themes were developed: (1) trial enrolment, indicated that participants enrolled in the study due to hope and for distraction; (2) affective attitude, described feelings associated with the platform, such as the subthemes ‘enjoyment of the games’ but also ‘frustration’, often caused by Wi-Fi connection issues; (3) barriers and facilitators, explored environmental factors such as having a suitable space to use the platform, usability factors such as comfort and the need for support from others; (4) perceived effectiveness of the intervention, described an overall belief that the platform had beneficial effects on both upper limb and cognitive function; (5) self-efficacy, showed how confidence with the platform grew with time and the value placed on performance tracking and routine; (6) trial processes, indicated that assessment burden was manageable and potential allocation to the control group was not a deterrent to trial enrolment. Conclusion: This study demonstrated the overall acceptability of the platform and offers valuable insights to guide the further development of rehabilitation technologies. This study also adds to the limited literature on the user experience of VR technologies early post-stroke. Trial registration number: ISRCTN11440079.en_GB
dc.description.sponsorshipThis work was supported by The Stroke Association and MedCity grant number SA MC 21\10001.en_GB
dc.format.extentpp. 1–10-
dc.format.mediumElectronic-
dc.languageEnglishen_GB
dc.language.isoenen_GB
dc.publisherBMJ Publishing Groupen_GB
dc.rightsRe-use licence for this version: CC BY-
dc.rightsLicence for published version: CC BY-
dc.rights.urihttps://creativecommons.org/licenses/by/4.0/-
dc.rights.urihttps://creativecommons.org/licenses/by/4.0/-
dc.subjectDigital Technologyen_GB
dc.subjectPhysical Therapy Modalitiesen_GB
dc.subjectQUALITATIVE RESEARCHen_GB
dc.subjectREHABILITATION MEDICINEen_GB
dc.subjectStrokeen_GB
dc.subjectVirtual Realityen_GB
dc.subject1103 Clinical Sciencesen_GB
dc.subject1117 Public Health and Health Servicesen_GB
dc.subject1199 Other Medical and Health Sciencesen_GB
dc.subject.meshUpper Extremity-
dc.subject.meshHumans-
dc.subject.meshFeasibility Studies-
dc.subject.meshQualitative Research-
dc.subject.meshVideo Games-
dc.subject.meshAdult-
dc.subject.meshAged-
dc.subject.meshAged, 80 and over-
dc.subject.meshMiddle Aged-
dc.subject.meshFemale-
dc.subject.meshMale-
dc.subject.meshStroke-
dc.subject.meshStroke Rehabilitation-
dc.subject.meshVirtual Reality-
dc.subject.meshHumans-
dc.subject.meshStroke Rehabilitation-
dc.subject.meshFemale-
dc.subject.meshMale-
dc.subject.meshMiddle Aged-
dc.subject.meshAged-
dc.subject.meshUpper Extremity-
dc.subject.meshVideo Games-
dc.subject.meshAdult-
dc.subject.meshQualitative Research-
dc.subject.meshAged, 80 and over-
dc.subject.meshStroke-
dc.subject.meshVirtual Reality-
dc.subject.meshFeasibility Studies-
dc.titleRehabilitation using virtual gaming for Hospital and hOMe-Based training for the Upper limb in acute and subacute Stroke (RHOMBUS II): a qualitative analysis of participants’ experienceen_GB
dc.typeArticleen_GB
dc.date.dateAccepted2026-06-17-
dc.identifier.doihttps://doi.org/10.1136/bmjopen-2026-119145-
dc.relation.isPartOfBMJ Openen_GB
pubs.issue7-
pubs.publication-statusPublished-
pubs.volume16-
dc.identifier.eissn2044-6055-
dc.rights.licensehttps://creativecommons.org/licenses/by/4.0/legalcode.en-
dcterms.dateAccepted2026-06-17-
dcterms.descriptionSTRENGTHS AND LIMITATIONS OF THIS STUDY: • Acute and subacute stroke survivors were recruited, allowing the use of rehabilitation technology to be explored across the stroke pathway in both the hospital and home setting. • Purposive sampling was used to ensure the 11 participants from the intervention group represented a range of ages, severity of upper limb impairment and amount of device use. • Participants were interviewed by a member of the research team that they had interacted with during the trial which may have impacted the responses of the participants. • The range of experiences expressed is limited by the sample being across a single stroke pathway.en_GB
dcterms.issued2026-07-02-
dc.date.updated2026-08-03T06:31:37Z-
dc.rights.holderAuthor(s) (or their employer(s))-
dc.contributor.orcidButcher, Tom [0009-0005-4452-4679]-
dc.contributor.orcidWarland, Alyson [0000-0002-4629-0395]-
dc.contributor.orcidStewart, Victoria [0000-0003-4077-8848]-
dc.contributor.orcidNorris, Meriel [0000-0001-7779-5612]-
dc.contributor.orcidKal, Elmar [0000-0002-1481-3016]-
dc.contributor.orcidRyan, Jennifer [0000-0003-3768-2132]-
dc.contributor.orcidKilbride, Cherry [0000-0002-2045-1883]-
dc.identifier.numbere119145-
Appears in Collections:Department of Health Sciences Research Papers

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