Virtual reality programs are computer-based simulations that allow participants to interact with and within a virtual environment in real time. The mechanisms of participation vary according to the program as can the way in which feedback is generated. Computer screens, television screens and goggles can all be used for visual feedback whereas headphones and speakers can be used for auditory feedback. Participants may interact with a virtual environment using the same movements that would be necessary in non-virtual environments or alternative controls may be in place such as a keyboard, mouse or joystick.
Virtual reality (VR) has been categorized separately on CP Engine from other play-based therapies because of the diverse range in which the therapy can be used. Importantly, VR can afford individuals play opportunities without having to deal with the possibility of injury or embarrassment. Thus without the physical and social hazards that other play-based activities may present, VR programs focus on educational, functional and emotional goals using their potential for increased participation. To explore these goals, studies have investigated VR’s effects on spatial learning, upper extremity skills, self-efficacy, and the perception of pain.
To view the conclusions of the systematic reviews on VR’s effects on spatial learning, upper extremity skills, self-efficacy and the perception of pain please follow the “quick review” link. For detailed summaries of the articles reviewed and their respective evidence rankings please follow the “in-depth review” link. Additional information on the history, definitions and details of VR therapies applied to cerebral palsy patients can be found by following the “Family and Friends” link.
