Immersive virtual reality for upper limb rehabilitation in people with MS: a randomised, controlled feasibility study

Purpose To investigate the feasibility of an eight-week immersive virtual reality (VR) intervention using co-produced games for upper limb (UL) rehabilitation in people with multiple sclerosis (pwMS).Methods In this multicentre, two-armed randomised controlled feasibility study, participants were randomised to either an intervention group involving VR co-produced games, 30 min, twice/week, for eight weeks, or to a control group of usual care. A mixed methods approach was undertaken, collecting feasibility data, UL outcome measures, and conducting post-intervention interviews.Results Nineteen pwMS were recruited (intervention n = 11, control n = 8), with a recruitment rate of 3.2 participants/month. Adherence was good with 87% (±12%) session completed, with two dropouts both in the control group. Only minor adverse events were reported (n = 9), such as fatigue and UL pain. Participants reported high levels of satisfaction and good usability of VR games. Thematic analysis revealed participants enjoyed the distraction and atmospheres that immersive VR provided, and believed the games were fit for purpose with the majority of participants reporting improvements in their UL function.Conclusions Immersive VR is feasible and safe for pwMS. Future work should refine recruitment strategies, develop VR games for long-term application and explore the clinical and cost effectiveness of this approach.

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Publication Details

Journal
Disability and Rehabilitation
Published
2026-06-26
DOI
https://doi.org/10.1080/09638288.2026.2676065
Primary Topic
Stroke Rehabilitation and Recovery
Type
article
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article

Immersive virtual reality for upper limb rehabilitation in people with MS: a randomised, controlled feasibility study

Amy Webster, Matthieu Poyade, Lorna Paul, Niall MacDougall et al.
Disability and Rehabilitation
Stroke Rehabilitation and Recovery
article

Immersive virtual reality for upper limb rehabilitation in people with MS: a randomised, controlled feasibility study

Amy Webster, Matthieu Poyade, Lorna Paul, Niall MacDougall, Karen Brown, Elaine Coulter
article en

Abstract

Purpose To investigate the feasibility of an eight-week immersive virtual reality (VR) intervention using co-produced games for upper limb (UL) rehabilitation in people with multiple sclerosis (pwMS).Methods In this multicentre, two-armed randomised controlled feasibility study, participants were randomised to either an intervention group involving VR co-produced games, 30 min, twice/week, for eight weeks, or to a control group of usual care. A mixed methods approach was undertaken, collecting feasibility data, UL outcome measures, and conducting post-intervention interviews.Results Nineteen pwMS were recruited (intervention n = 11, control n = 8), with a recruitment rate of 3.2 participants/month. Adherence was good with 87% (±12%) session completed, with two dropouts both in the control group. Only minor adverse events were reported (n = 9), such as fatigue and UL pain. Participants reported high levels of satisfaction and good usability of VR games. Thematic analysis revealed participants enjoyed the distraction and atmospheres that immersive VR provided, and believed the games were fit for purpose with the majority of participants reporting improvements in their UL function.Conclusions Immersive VR is feasible and safe for pwMS. Future work should refine recruitment strategies, develop VR games for long-term application and explore the clinical and cost effectiveness of this approach.

Disability and Rehabilitation
Glasgow School of Art (GB), Glasgow Caledonian University (GB), NHS Lanarkshire (GB), Hairmyres Hospital (GB), MRC Centre for Regenerative Medicine (GB), Institute of Neurological Sciences (IT), Queen Elizabeth University Hospital (GB), University of Edinburgh (GB)
Openalex Percentile: Top 9%
Stroke Rehabilitation and Recovery
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