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Brazalovich P, Simon JE, Criss CR, Yom JP, Grooms DR. The effects of virtual reality immersion on drop landing mechanics. Sports Biomech 2024; 23:2564-2580. [PMID: 35139757 DOI: 10.1080/14763141.2022.2035427] [Citation(s) in RCA: 2] [Impact Index Per Article: 2.0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 08/17/2021] [Accepted: 01/24/2022] [Indexed: 10/19/2022]
Abstract
Virtual reality (VR) can be used to alter the environment and challenge sensory calibration which rehabilitation and return-to-sport testing lack. The purpose was to establish how VR manipulation of the environment changes knee landing biomechanics. Twenty-nine healthy active adults (22 males; 20.52 ± 1.21 years; 1.75 ± 0.09 m; 78.34 ± 14.33 kg) were recruited. Three drop landing trials (31 cm height box) were performed for three conditions: eyes-open (EO), eyes-closed (EC), and VR, consisting of a head-mounted display of a 360° photo of a steep man-made edge or drop. Knee kinematics and kinetics were evaluated using 3D motion capture. The VR condition significantly increased Landing Error Score System errors relative to EO (1.28 ± 0.20, p < 0.001) and EC (0.98 ± 0.22, p < 0.001) and increased vertical ground reaction force relative to EO (0.41 ± 0.09 N·bw-1, p < 0.001) and EC (0.34 ± 0.07 N·bw-1, p < 0.001). The VR condition had less knee flexion at initial contact compared to EO (4.39 ± 0.75°, p = 0.001) and EC (1.83 ± 0.63°, p = 0.021). The VR condition had more knee abduction at initial contact compared to EO (0.71 ± 0.24°, p = 0.002) and EC (0.69 ± 0.22°, p = 0.002) and increased knee abduction at maximum flexion compared to EO (2.01 ± 0.58°, p = 0.026). Landing in VR increased injury risk landing biomechanics, indicating that VR may option to incorporate into return-to-play or injury risk assessment.
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Affiliation(s)
- Philip Brazalovich
- School of Applied Health Sciences and Wellness, College of Health Sciences and Professions, Ohio University, Athens, OH, USA
| | - Janet E Simon
- School of Applied Health Sciences and Wellness, College of Health Sciences and Professions, Ohio University, Athens, OH, USA
- Ohio Musculoskeletal and Neurological Institute, Ohio University, Athens, OH, USA
| | - Cody R Criss
- Ohio Musculoskeletal and Neurological Institute, Ohio University, Athens, OH, USA
| | - Jae P Yom
- Department of Allied Health, University of Illinois Springfield, Springfield, IL, USA
| | - Dustin R Grooms
- School of Applied Health Sciences and Wellness, College of Health Sciences and Professions, Ohio University, Athens, OH, USA
- Ohio Musculoskeletal and Neurological Institute, Ohio University, Athens, OH, USA
- School of Rehabilitation and Communications Science, College of Health Sciences and Professions, Ohio University, Athens, OH, USA
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Laorungreungchai S, Siriphorn A. Accuracy to identify young adults with chronic ankle instability using a virtual reality - Balance error scoring system: A cross-sectional study. J Bodyw Mov Ther 2024; 38:506-513. [PMID: 38763600 DOI: 10.1016/j.jbmt.2024.03.051] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 03/02/2023] [Revised: 01/23/2024] [Accepted: 03/18/2024] [Indexed: 05/21/2024]
Abstract
INTRODUCTION The Balance Error Scoring System (BESS) assesses the ability to control postural stability by performing 3 different stances on two-type surfaces during closed eyes. Virtual reality technology combined with the BESS test (VR-BESS) may be used to disrupt visual inputs instead of closing the eyes, which may improve the sensitivity of diagnosing patients with chronic ankle instability (CAI). OBJECTIVE This study aimed to evaluate the accuracy to identify individuals with CAI of the VR-BESS test comparing with the original BESS test. METHODS The BESS and VR-BESS tests were administered to 68 young adults (34 participants with CAI and 34 without CAI). Frontal and lateral video views were used to measure the participant's performance errors. The area under the curve (AUC) of the receiver operating characteristic (ROC) curve was computed to determine the diagnostic test's overall accuracy. RESULTS The total score of the BESS test and the VR-BESS test were statistically significant in comparison to the AUC of no discrimination at 0.5, with AUC values of 0.63 and 0.64, respectively. The cut-off scores for the BESS and VR-BESS tests were 12 and 15, respectively. There was no significant difference between the ROC curves of the BESS and the VR-BESS test for identifying individuals with CAI. CONCLUSION The BESS and VR-BESS tests may be utilized interchangeably to identify individuals with CAI.
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Affiliation(s)
- Suwisit Laorungreungchai
- Human Movement Performance Enhancement Research Unit, Department of Physical Therapy, Faculty of Allied Health Sciences, Chulalongkorn University, Bangkok, 10330, Thailand
| | - Akkradate Siriphorn
- Human Movement Performance Enhancement Research Unit, Department of Physical Therapy, Faculty of Allied Health Sciences, Chulalongkorn University, Bangkok, 10330, Thailand.
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Bendixen JB, Biddinger BT, Simon JE, Monfort SM, Grooms DR. Effects of virtual reality immersion on postural stability during a dynamic transition task. Sports Biomech 2023:1-15. [PMID: 36597788 PMCID: PMC10847845 DOI: 10.1080/14763141.2022.2162434] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 05/02/2022] [Accepted: 12/20/2022] [Indexed: 01/05/2023]
Abstract
Dynamic postural stability paradigms with virtual reality (VR) provide a means to simulate real-world postural challenges and induce customised but controlled perturbations. The purpose of this study was to determine the effects of a VR unanticipated perceptual sport perturbation on postural stability compared to traditional methods. Sixteen individuals between the ages of 18-23 years (19.5 ± 1.4 years) with no history of injury within 12 months were recruited. A double-leg to single-leg transition task was performed on a force plate in one of the following conditions: eyes open (EO), eyes closed (EC), a sport video with a standard non-immersive computer monitor (SV), and VR. The VR and SV conditions used a pre-recorded tackle avoidance task video where participants shifted to a leg in the opposite direction of a simulated opponent, while EC and EO were completed with auditory prompts. Relative to the EO condition, EC and VR induced greater postural instability. The largest effect sizes were between VR and EO for path length (g = 3.57), mean velocity anterior-posterior centre of pressure (CoP) (g = 3.65), and mean velocity medial-lateral CoP (g = 3.27). By including VR, the difficulty of a clinically based postural stability task was increased to the level of EC while accounting for the sporting environment.
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Affiliation(s)
- Jake B. Bendixen
- School of Applied Health Sciences and Wellness, College of Health Sciences and Professions, Ohio University, Athens, OH, USA
| | - Ben T. Biddinger
- School of Applied Health Sciences and Wellness, College of Health Sciences and Professions, Ohio University, Athens, OH, USA
| | - Janet E. Simon
- School of Applied Health Sciences and Wellness, College of Health Sciences and Professions, Ohio University, Athens, OH, USA
- Ohio Musculoskeletal and Neurological Institute, Ohio University, Athens, OH, USA
| | - Scott M. Monfort
- Department of Mechanical and Industrial Engineering, Montana State University, Bozeman, MT, USA
| | - Dustin R. Grooms
- School of Applied Health Sciences and Wellness, College of Health Sciences and Professions, Ohio University, Athens, OH, USA
- Ohio Musculoskeletal and Neurological Institute, Ohio University, Athens, OH, USA
- School of Rehabilitation and Communications Science, College of Health Sciences and Professions, Ohio University, Athens, OH, USA
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Park-Braswell K, Grooms D, Shultz S, Raisbeck L, Rhea C, Schmitz R. Sex-Specific Brain Activations during Single-Leg Exercise. Int J Sports Phys Ther 2022; 17:1249-1258. [PMID: 36518825 PMCID: PMC9718712 DOI: 10.26603/001c.40367] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 03/13/2022] [Accepted: 08/16/2022] [Indexed: 11/12/2023] Open
Abstract
Background Females have an increased incidence of musculoskeletal injuries compared to males. Sex differences in neuromuscular control has been widely studied regarding the dynamics and muscle activity during preplanned movements. While muscle activation patterns and movement biomechanics are understood to differ between sexes, it is not well understood how sex influences brain activity for lower extremity movement. Since the brain plays a vital role for voluntary movement and joint stability, it is important to understand the sex differences in brain function in order to better understand neuromuscular control associated with increased musculoskeletal injury risk in female. Hypothesis/Purpose The purpose of this study is to understand the differences in brain activation patterns between sexes during a simple active knee extension-flexion movement. It was hypothesized that females would demonstrate higher cortical activation in the somatosensory areas compared to males as a compensatory strategy. Study Design Cross-Sectional Study. Methods Thirteen males and seventeen females who were healthy and physically active participated in this study (Male: 23.7±3.8 years, 74.5±13.5 kg, 172.3±6.4 cm; Female: 20.6±1.6 years, 65.4±12.8 kg, 163±6.1 cm). Functional magnetic resonance imaging data were obtained during a simple left knee extension-flexion exercise with their own leg weight while lying on the MRI table. The blood oxygen level dependent (BOLD) signals were compared between sexes. Results There was significantly greater activation in the visual cortices and premotor cortex in females compared to males during the studied movement. Males demonstrated significantly greater activation in the right cerebellum. Conclusion The results revealed sex differences in BOLD signal during simple knee extension-flexion movement. The results suggest that sex may be a biological factor in understanding brain activity associated with knee motor control. Level of Evidence Level 3.
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Affiliation(s)
| | - Dustin Grooms
- Ohio Musculoskeletal & Neurological Institute Ohio University
- Division of Physical Therapy & Division of Athletic Training, College of Health Sciences and Professions Ohio University
| | - Sandra Shultz
- Department of Kinesiology University of North Carolina at Greensboro
| | - Louisa Raisbeck
- Department of Kinesiology University of North Carolina at Greensboro
| | - Christopher Rhea
- Department of Kinesiology University of North Carolina at Greensboro
| | - Randy Schmitz
- Department of Kinesiology University of North Carolina at Greensboro
- Gateway MRI Center University of North Carolina at Greensboro
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Kanyılmaz T, Topuz O, Ardıç FN, Alkan H, Öztekin SNS, Topuz B, Ardıç F. Effectiveness of conventional versus virtual reality-based vestibular rehabilitation exercises in elderly patients with dizziness: a randomized controlled study with 6-month follow-up. Braz J Otorhinolaryngol 2021; 88 Suppl 3:S41-S49. [PMID: 34799265 DOI: 10.1016/j.bjorl.2021.08.010] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 05/23/2021] [Revised: 08/17/2021] [Accepted: 08/31/2021] [Indexed: 10/20/2022] Open
Abstract
OBJECTIVES To investigate the effect of vestibular rehabilitation exercises supported with virtual reality containing real-life environments on dizziness, static and dynamic balance, functional mobility, fear of falling, anxiety, and depression in elderly patients with dizziness. METHODS In this prospective randomized controlled study, 32-patients aged 65-years and older who applied to the otorhinolaryngology clinic with dizziness complaint randomly assigned to 2 groups. In Group 1 (n=16), vestibular rehabilitation program, supported with virtual reality, and in Group 2 (n=16), conventional vestibular rehabilitation program was applied 30-min a day, 5 sessions per week, 15 sessions in total for 3 weeks. Subjects were evaluated with The Vertigo Symptom Scale (VSS), Dizziness Handicap Inventory (DHI), Berg Balance Test (BBT) and Timed Up & Go Test (TUG), Falls Efficacy Scale-International (FES-I), Postural Stability Test (PST), Geriatric Depression Scale (GDS), Hamilton Anxiety Scale (HAS) at baseline, at the end of the treatment and 6-months after the treatment. RESULTS Statistically significant improvements were seen in the DHI emotional subscale and TUG in Group 1 compared to Group 2 at the end of the treatment in elderly with dizziness (p<0.05). Also, there were significant improvements in the VSS, all DHI subgroups, and total scores, BBT, HAS in Group 1 compared to Group 2 at the 6-months after the treatment (p<0.05). CONCLUSION The application of vestibular rehabilitation in a virtual reality environment can lead to additional improvements especially in dizziness symptoms, disability, balance, and mobility in the elderly with chronic dizziness.
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Affiliation(s)
- Tuba Kanyılmaz
- Pamukkale University, Faculty of Medicine, Department of Physical Medicine and Rehabilitation, Denizli, Turkey
| | - Oya Topuz
- Pamukkale University, Faculty of Medicine, Department of Physical Medicine and Rehabilitation, Denizli, Turkey
| | - Fazıl Necdet Ardıç
- Pamukkale University, Faculty of Medicine, Department of Otorhinolaryngology, Head and Neck Surgery, Denizli, Turkey
| | - Hakan Alkan
- Pamukkale University, Faculty of Medicine, Department of Physical Medicine and Rehabilitation, Denizli, Turkey.
| | - Saadet Nur Sena Öztekin
- Pamukkale University, Faculty of Medicine, Department of Physical Medicine and Rehabilitation, Denizli, Turkey
| | - Bülent Topuz
- Pamukkale University, Faculty of Medicine, Department of Otorhinolaryngology, Head and Neck Surgery, Denizli, Turkey
| | - Füsun Ardıç
- Pamukkale University, Faculty of Medicine, Department of Physical Medicine and Rehabilitation, Denizli, Turkey
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Reliability of joint position sense measured in the knee using the level function of the iPhone "Measure" application. PLoS One 2021; 16:e0256561. [PMID: 34449787 PMCID: PMC8396779 DOI: 10.1371/journal.pone.0256561] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 03/30/2021] [Accepted: 08/09/2021] [Indexed: 11/19/2022] Open
Abstract
An impaired joint position sense (JPS) causes activity limitations, postural imbalance, and falls. This study compares the reliability of knee JPS measurements between the iPhone's "Measure" application and VICON motion capture system. Eleven healthy participants were recruited for the study. To conduct the study measures, the blindfolded participant, with an iPhone fixed to the lower non-dominant leg, was seated with their lower limbs in a relaxed position. The examiner held the participant's leg at the target angle (30°/60° from initial position) for 5 s before releasing it. The participant was then instructed to move the leg to the same target angle and hold it for 5 s (replicated angle). Absolute angular error (AAE), i.e., the difference between the target and replicated angles, was measured. Intraclass and Pearson correlation coefficients established statistically significant relationships. The study comprised 6 males and 5 females of mean age 27.6±5.6 years, mean height 1.67±0.10 m, and mean body weight 60.7±10.3 kg. Strong correlations existed between iPhone and VICON 30° (ICC = 0.969, r = 0.960, P < 0.001) and 60° AAEs (ICC 0.969, r = 0.960, P < 0.001). Bland-Altman plots showed a mean difference of 0.43° and 0.20° between the AAE measurements at 30° and 60°, respectively. The iPhone's "Measure" application is a simple and reliable method for measuring JPS in clinical practice and sports/fitness settings.
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Takac M, Collett J, Conduit R, De Foe A. Addressing virtual reality misclassification: A hardware-based qualification matrix for virtual reality technology. Clin Psychol Psychother 2021; 28:538-556. [PMID: 34110659 DOI: 10.1002/cpp.2624] [Citation(s) in RCA: 4] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 05/13/2021] [Accepted: 05/22/2021] [Indexed: 01/19/2023]
Abstract
Through its unique sensory synchronized design, virtual reality (VR) provides a convincing, user-centred experience of highly controllable scenarios. Importantly, VR is a promising modality for healthcare, where treatment efficacy has been recognized for a range of conditions. It is equally valuable across wider research disciplines. However, there is a lack of suitable criteria and consistent terminology with which to define VR technology. A considerable number of studies have misclassified VR hardware (e.g. defining laptops as VR), hindering validity and research comparisons. This review addresses these limitations and establishes a standardized VR qualification framework. As a result of a comprehensive theoretical and literature review, the hardware-based VR qualification matrix is proposed. The matrix criteria consist of (1) three-dimensional (3D) synchronized sensory stimulation; (2) degrees of freedom tracking; and (3) visual suppression of physical stimuli. To validate the model and quantify the current scale/diversity of VR misclassification, a 2019 sectional review of health-related studies was conducted. Of the 115 studies examined against standardized criteria, 35.7% utilized VR, 31.3% misclassified VR, 18.3% were considered quasi-VR, and 14.8% omitted critical specifications. The proposed model demonstrates good validity and reliability for qualifying and classifying VR. Key Practitioner Messages Virtual reality (VR) therapy has gained rapid empirical support, although many practitioners do not understand the difference between genuine and less-realistic VR variations. That has resulted from an evident lack of suitable criteria to define VR across a range of studies and protocols. Our proposed hardware-based virtual reality qualification matrix addresses issues to do with misclassification, via the introduction of standardised criteria. Applying the matrix to existing literature has revealed that more than 30% of VR studies use hardware that does not fit the high standards of rigour required for immersion in a simulated space. The model is a practical tool researchers and practitioners can use to quality and verify VR standards across research studies.
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Saldana D, Neureither M, Schmiesing A, Jahng E, Kysh L, Roll SC, Liew SL. Applications of Head-Mounted Displays for Virtual Reality in Adult Physical Rehabilitation: A Scoping Review. Am J Occup Ther 2020; 74:7405205060p1-7405205060p15. [PMID: 32804624 PMCID: PMC7430729 DOI: 10.5014/ajot.2020.041442] [Citation(s) in RCA: 10] [Impact Index Per Article: 2.0] [Reference Citation Analysis] [Abstract] [MESH Headings] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 01/09/2023] Open
Abstract
IMPORTANCE Head-mounted displays for virtual reality (HMD-VR) may be used as a therapeutic medium in physical rehabilitation because of their ability to immerse patients in safe, controlled, and engaging virtual worlds. OBJECTIVE To explore how HMD-VR has been used in adult physical rehabilitation. DATA SOURCES A systematic search of MEDLINE, Embase, Cochrane Library, CINAHL, Web of Science, PsycINFO, and ERIC produced 11,453 abstracts, of which 777 underwent full-text review. STUDY SELECTION AND DATA COLLECTION This scoping review includes 21 experimental studies that reported an assessment or intervention using HMD-VR in a physical rehabilitation context and within the scope of occupational therapy practice. FINDINGS HMD-VR was used for assessment and intervention for patients with a range of disorders, including stroke, multiple sclerosis, spinal cord injury, and Parkinson's disease. CONCLUSIONS AND RELEVANCE HMD-VR is an emerging technology with many uses in adult physical rehabilitation. Higher quality clinical implementation studies are needed to examine effects on patient outcomes. WHAT THIS ARTICLE ADDS We review existing research on how immersive virtual reality (e.g., using head-mounted displays) has been used for different clinical populations in adult physical rehabilitation and highlight emerging opportunities in this field for occupational therapists.
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Affiliation(s)
- David Saldana
- David Saldana, MA, OTR/L, is Occupational Therapist, Beverly Hospital, Montebello, CA. At the time of the research, he was Student, Chan Division of Occupational Science and Occupational Therapy, University of Southern California, Los Angeles
| | - Meghan Neureither
- Meghan Neureither, OTD, OTR/L, is Occupational Therapist, Riverside Community Hospital, Riverside, CA. At the time of the research, she was Student, Chan Division of Occupational Science and Occupational Therapy, University of Southern California, Los Angeles
| | - Allie Schmiesing
- Allie Schmiesing, OTD, OTR/L, is Occupational Therapist, Stanford Hospital, Palo Alto, CA. At the time of the research, she was Student, Chan Division of Occupational Science and Occupational Therapy, University of Southern California, Los Angeles
| | - Esther Jahng
- Esther Jahng, MA, OTR/L, is Student, Chan Division of Occupational Science and Occupational Therapy, University of Southern California, Los Angeles
| | - Lynn Kysh
- Lynn Kysh, MS, is Clinical and Research Librarian, Institute for Nursing and Interprofessional Research, Children's Hospital of Los Angeles, Los Angeles, CA
| | - Shawn C Roll
- Shawn C. Roll, PhD, OTR/L, RMSKS, FAOTA, FAIUM, is Associate Professor, Chan Division of Occupational Science and Occupational Therapy, University of Southern California, Los Angeles
| | - Sook-Lei Liew
- Sook-Lei Liew, PhD, OTR/L, is Assistant Professor, Chan Division of Occupational Science and Occupational Therapy, University of Southern California, Los Angeles;
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Development of a Virtual Reality-Based Game Approach for Supporting Sensory Processing Disorders Treatment. INFORMATION 2019. [DOI: 10.3390/info10050177] [Citation(s) in RCA: 3] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/16/2022] Open
Abstract
Serious games for health are those that are not aimed solely at entertainment, but rather at supporting health treatments. In this paper, we develop and assess the proposal of a Virtual Reality (VR) game aimed at supporting Sensory Processing Disorder (SPD) treatment. SPD is a condition which affects the integration and processing of the various stimuli coming from inside and outside of the body and its treatment involves providing patients with controlled sensory stimuli. Our goal is to investigate whether a Virtual Reality game that can stimulate different sensory systems could be useful in SPD treatment. In order to do so, we have designed and developed Imaginator, a VR Roller Coaster Game connected with a Head Mounted-Display (HMD) which can be customized by therapists to adjust its stimuli to different patients’ needs in therapy. Imaginator was assessed by five occupational therapists through its use in their treatment sessions. Each therapist had the game available in their therapy environment for around 2–3 weeks. They were instructed to use the game whenever they thought it could be interesting to a patient’s treatment. After the trial period, they were interviewed about their experience in using the game and their perception of its impact in therapy sessions. Our results show that therapists in general perceived Imaginator as having a positive effects in patients’ treatment. They noticed that it was able to stimulate different senses, and they reported that in some cases it was able to help patients relax, increase their concentration and even work as an encouragement to explore similar activities in the physical world. There were a few patients who experienced some adverse reactions, such as nausea, but nothing that they felt was worrying or that could prevent the game from being used.
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