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["Dokumente und Variablen","Knowledge","Skills","Social/Professional Role and Identity","Beliefs about Capabilities","Optimism","Beliefs about Consequences","Reinforcement","Intentions","Goals","Memory, Attention and Decision Processes","Environmental Context and Resources","Social influences","Emotion","Behavioural Regulation"]
["Barriers Patients","","Patients found the VR device, controllers, and game challenging to use, especially patients with hand dysfunctions. Additionally, patients who were not using the VR in their first language experienced problems.","","Patients believed that older people may have problems with the use of VR. Patients expressed, that they need support when implementing VR at home.","","Patients expressed uncertainty about whether VR could be considered a legitimate form of traditional physiotherapy. They explained that with VR, they did not feel like they had achieved any treatment and preferred traditional exercises or manual treatment.","","","","VR requires focus and presence, which is challenging for some patients. ","In summary, some participants experienced physical limitations while using the VR system, particularly in terms of discomfort from wearing glasses or the headset's weight. Preexisting hand dysfunction also made it difficult for some participants to use the hand controls. Additionally, some participants reported technical difficulties, including the Wii sensor not detecting all motions. Cost was also seen as a potential barrier to using the VR system, and some participants felt that good support was needed for implementing VR interventions at home. Some participants had to stop using the VR equipment due to feeling sick or experiencing too much pain.","","Patients had strange experiences with VR and were concerned, that it might become boring to be in VR or the users might become obsessed.",""]
["Enabler Patients","Previous experiences with other technologies.","VR devices are easy to use.","","Patients have confidence in their ability to intuitively use VR.","Patients are optimistic, that VR can help them with their pain.","Patients have a high believe, that VR has a therapeutic benefit. Especially for their rehabilitation, mood and well-being, pain, compliance with health behaviours, feelings of fear, anxiety, and depression and improving their focus.\nPatients like, that they can use VR everywhere and every time to escape from pain.","Positive therapeutic experiences with VR can increase patients' desire to use it more often. If the VR provides positive feedback and involves competition against computer opponents, it makes the exercises more enjoyable.","","","","Patients find VR devices comfortable, easy to use, and adjustable, which helps them engage in exercise with a gaming dimension. However, it is important for patients to be supervised by a trained therapist.","","Patients find VR to be an enjoyable and meaningful experience, allowing them to do things they may not be able to do in the real world. They also derive satisfaction from performing well in VR activities such as bowling or volleyball.","VR therapy is more enjoyable than other therapies and helps to get active."]
["Enablers HCP","","","","","","VR offers the opportunity to treat patients in realistic and attractive (virtual) environments.","","","","","It is important to therapists that the treatment happens close to them so that they can intervene.","","",""]
["Classification within the domain",null,"Barriers Patients: Gaming Skills (3), Personal (other) skills (2)",{"$nulls":3},"Facilitator Patients: Helpful for Rehabilitation (4), positive expectations (4), enables regular use (2)",{"$nulls":4},"Barriers Patients: VR-Device (5), Software (3), Salient Events (4)\n\nFacilitator Patient: VR-Device (4), Gamification (1), Supervising Therapist (1)",null,"Facilitator Patient: Fun/enjoyment (4), Novel/unkonwn experiences (2)"]