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Accepted for/Published in: JMIR Rehabilitation and Assistive Technologies

Date Submitted: Jul 4, 2025
Open Peer Review Period: Jul 4, 2025 - Aug 29, 2025
Date Accepted: Feb 3, 2026
(closed for review but you can still tweet)

The final, peer-reviewed published version of this preprint can be found here:

User Experience of Extended Reality Treatment for Visuospatial Neglect Among Patients and Informal Caregivers: Qualitative Interview Study

Bousche E, Huygelier H, Nijboer TCW, Knowledge Broker Neglect Study Group

User Experience of Extended Reality Treatment for Visuospatial Neglect Among Patients and Informal Caregivers: Qualitative Interview Study

JMIR Rehabil Assist Technol 2026;13:e80136

DOI: 10.2196/80136

PMID: 29432499

Moving from Lab to Life with Patients’ and Informal Caregivers’ User experience on XR-treatment for Visuospatial Neglect: A qualitative study

  • Eileen Bousche; 
  • Hanne Huygelier; 
  • Tanja C. W. Nijboer; 
  • Knowledge Broker Neglect Study Group

ABSTRACT

Background:

Visuospatial Neglect (VSN) is a cognitive disorder following stroke, where individuals fail to perceive or respond to stimuli on the contralesional side of space. Visual Scanning Training (VST) is the recommended treatment in clinical guidelines.

Objective:

This qualitative study explored how patients (n=10) and informal caregivers (n=8) perceived the usability and potential implementation of three extended reality (XR)-based serious games to enhance VST; one in virtual reality and two in augmented reality, as a tool for VST. These technologies not only enhance patient engagement but also enable detailed data collection to monitor therapeutic progress.

Methods:

The themes and feedback were compared to themes and feedback from VSN therapists from a previous study: (1) Suitability for VSN-rehabilitation. (2) Applicability (3) Motivational properties (4) Guidance (5) Versatility (6) Detailed insights in game performance.

Results:

Highlights were that patients reported high engagement and enjoyment, with many expressing willingness to use the games in both clinical and home settings. Informal caregivers supported these findings and emphasized the motivational value of the games. Additionally, both groups noted the importance of accessible instructions and technical support.

Conclusions:

Although XR technology offers potential in neurorehabilitation, a uniform solution may not suit all users. This study showed the importance of including diverse end user groups in development for usability, acceptance, and implementation. Successful integration of XR in rehabilitation requires customizable features, structured support, and attention to the differing roles of caregivers. Further research is needed to evaluate the clinical effectiveness and optimize patient-tailored applications of XR in VSN treatment.


 Citation

Please cite as:

Bousche E, Huygelier H, Nijboer TCW, Knowledge Broker Neglect Study Group

User Experience of Extended Reality Treatment for Visuospatial Neglect Among Patients and Informal Caregivers: Qualitative Interview Study

JMIR Rehabil Assist Technol 2026;13:e80136

DOI: 10.2196/80136

PMID: 29432499

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