The interest in using VR in rehabilitation is developing as VR technologies are more widely available and more reasonably priced to supply. As a result, studies have examined the effectiveness of VR and interactive video game therapy for patients to utilize at home.
This paper aims to draw attention to the practical considerations and challenges that may arise while conducting research in this field and to offer suggestions for how to deal with them. While the examples included in this paper are mainly from the study on stroke rehabilitation, many of the difficulties mentioned also apply to other disorders where VR technologies may be used for at-home rehabilitation.
By 2030, it is predicted that the worldwide virtual rehabilitation industry will generate $2,312.3 million. This is because there are more people with disabilities and more people using virtual reality to treat patients.
Growing Prevalence of Disability Driving Need for Virtual Rehabilitation
Virtual reality is a popular marketing tool for many businesses, but it also can assist people with disabilities to recover, go on adventures, and engage in other activities. Additionally, it can improve inclusiveness by assisting companies in understanding the requirements of persons with disabilities.
The WHO estimates that 15% of people worldwide have some kind of impairment, and 2-4% of these individuals have severe functional challenges. In addition, the CDC estimates that 61 million Americans, or 1 in 4 U.S. adults, have a handicap that significantly limits their ability to engage in main life activities.
Use of VR in Treatment of Patients
The growing usage of virtual reality in patient care propels the virtual rehabilitation sector. The use of technology in healthcare for training, therapy, and diagnosis is snowballing. This tendency is anticipated to improve with newer technologies and more dependable internet connections.
VR transforms patients’ therapy sessions into a gamified experience that inspires people to strive for more significant results via virtual achievements and goals by bringing rehabilitation actions into the virtual environment. Instead of an actual therapist, software’s built-in AI can offer thorough advice and encouraging support, thus enabling a more-time-flexible and less-expensive.
Virtual physical therapy, which offers patients a range of exercises ranging from general orthopedic ones to specific ones for injury recovery, is another area where virtual reality is being used more and more. The exercises may also be modified for specific age groups to help babies with motor skill development and older people retain their agility.