- ICH GCP
- US Clinical Trials Registry
- Clinical Trial NCT06252363
Knowledge, Practices, and Acceptance of Physiotherapists About the Use of Immersive Virtual Reality in Clinical Practice.
Knowledge, Practices, and Acceptance of Physiotherapists About the Use of Immersive Virtual Reality in Clinical Practice: An International Online Survey.
Objective: The aim of this online cross-sectional survey is to investigate the knowledge, practices, and acceptance of use of immersive virtual reality (VR) in clinical practice in physiotherapists.
Methods: Physiotherapists from different French-speaking and Dutch-speaking countries will be recruited using non-probability sampling. The survey will be available online on LimeSurvey software for a period of 4 months. The questionnaire will include questions about: general data; knowledge about immersive VR; immersive VR usage in clinical practice; intention to use immersive VR; attitudes towards immersive VR; perceived usefulness of immersive VR; perceived ease of use of immersive VR; social influence on using immersive VR.
Discussion: This study will be the first to investigate the knowledge, practices, and acceptance of use of immersive VR in clinical practice in physiotherapists from different countries around the world. This investigation could lead to a better understanding of the current (non-)implementation of this means of rehabilitation in physiotherapy, and help develop ways to better implement it in physiotherapists' clinical practice.
Study Overview
Status
Conditions
Detailed Description
Background: For several years now, the use of immersive virtual reality (VR) has been studied as an intervention in physiotherapy. This new means of rehabilitation, which can be used not only in hospitals but also at home and in private practice, is promising and appears to be as effective as established treatments. Although the number of studies demonstrating the effectiveness of immersive VR in physiotherapy is growing, its implementation in clinical practice remains relatively low. At present, we do not know the reasons for the lack of use of immersive VR in clinical practice among physiotherapists. Various hypotheses could be envisaged, such as a lack of knowledge or negative attitudes towards it. Conversely, we don't know the exact reasons why some physiotherapists decided to use immersive VR in their clinical routine.
Objective: The aim of this online cross-sectional survey is to investigate the knowledge, practices, and acceptance of use of immersive VR in clinical practice in physiotherapists.
Methods: Physiotherapists from different French-speaking and Dutch-speaking countries will be recruited using non-probability sampling. The survey will be available online on LimeSurvey software for a period of 4 months. The questionnaire will include questions about: general data; knowledge about immersive VR; immersive VR usage in clinical practice; intention to use immersive VR; attitudes towards immersive VR; perceived usefulness of immersive VR; perceived ease of use of immersive VR; social influence on using immersive VR.
Discussion: This study will be the first to investigate the knowledge, practices, and acceptance of use of immersive VR in clinical practice in physiotherapists from different countries around the world. This investigation could lead to a better understanding of the current (non-)implementation of this means of rehabilitation in physiotherapy, and help develop ways to better implement it in physiotherapists' clinical practice.
Study Type
Enrollment (Actual)
Contacts and Locations
Study Locations
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Brussels, Belgium, 1200
- Université Catholique de Louvain
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Participation Criteria
Eligibility Criteria
Ages Eligible for Study
- Adult
- Older Adult
Accepts Healthy Volunteers
Sampling Method
Study Population
Description
Eligibility Criteria:
- To have a degree in physiotherapy
- Currently practicing as a physiotherapist
- To speak French or Dutch
Study Plan
How is the study designed?
Design Details
Cohorts and Interventions
Group / Cohort |
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Practicing physiotherapists
French- or Dutch-speaking physiotherapists currently practicing their profession
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What is the study measuring?
Primary Outcome Measures
Outcome Measure |
Measure Description |
Time Frame |
|---|---|---|
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Knowledge about immersive virtual reality
Time Frame: Baseline (at the time of completing the questionnaire)
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General knowledge about immersive virtual reality will be assessed using closed questions.
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Baseline (at the time of completing the questionnaire)
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Use of immersive virtual reality (practice)
Time Frame: Baseline (at the time of completing the questionnaire)
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Use of immersive virtual reality will be assessed using closed questions (e.g., duration and frequency of use, pathologies treated, age of patients treated, system used, type of rehabilitation,...).
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Baseline (at the time of completing the questionnaire)
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Intention to use immersive virtual reality
Time Frame: Baseline (at the time of completing the questionnaire)
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Intention to use immersive virtual reality will be assessed using closed questions (e.g., research performed by oneself, readiness to invest,...).
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Baseline (at the time of completing the questionnaire)
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Attitudes towards immersive virtual reality
Time Frame: Baseline (at the time of completing the questionnaire)
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Attitudes towards immersive virtual reality will be assessed using Likert-scale questions (e.g., desire to find out more, perceived suitability for different people,...).
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Baseline (at the time of completing the questionnaire)
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Perceived usefulness of immersive virtual reality
Time Frame: Baseline (at the time of completing the questionnaire)
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Perceived usefulness of immersive virtual reality will be assessed using Likert-scale questions (e.g., general usefulness in physiotherapy, usefulness for different clinical outcomes, usefulness as a means of rehabilitation,...).
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Baseline (at the time of completing the questionnaire)
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Perceived ease of use of immersive virtual reality
Time Frame: Baseline (at the time of completing the questionnaire)
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Perceived ease of use of immersive virtual reality will be assessed using Likert-scale questions (ease of use for oneself, patients, and other physiotherapists).
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Baseline (at the time of completing the questionnaire)
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Social influence on using immersive virtual reality
Time Frame: Baseline (at the time of completing the questionnaire)
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Social influence on using immersive virtual reality will be assessed using Likert-scale questions (influence of people inside and outside the workplace on using immersive virtual reality in clinical practice).
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Baseline (at the time of completing the questionnaire)
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Collaborators and Investigators
Sponsor
Investigators
- Principal Investigator: Laurent Pitance, PhD, Université Catholique de Louvain
Study record dates
Study Major Dates
Study Start (Actual)
Primary Completion (Actual)
Study Completion (Actual)
Study Registration Dates
First Submitted
First Submitted That Met QC Criteria
First Posted (Actual)
Study Record Updates
Last Update Posted (Actual)
Last Update Submitted That Met QC Criteria
Last Verified
More Information
Terms related to this study
Other Study ID Numbers
- VR-PHYSIO
Drug and device information, study documents
Studies a U.S. FDA-regulated drug product
Studies a U.S. FDA-regulated device product
This information was retrieved directly from the website clinicaltrials.gov without any changes. If you have any requests to change, remove or update your study details, please contact register@clinicaltrials.gov. As soon as a change is implemented on clinicaltrials.gov, this will be updated automatically on our website as well.
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