AIM: To explore children's and young people's experiences with extended reality (XR) in rehabilitation, their perceptions of its benefits and challenges, and their visions for its future integration. METHOD: A qualitative, interpretive, descriptive study was conducted using semi-structured interviews and focus groups with children and young people who had used XR in rehabilitation. Thematic analysis using an inductive approach was conducted by an interdisciplinary team (including a research partner). RESULTS: Twenty-eight participants aged 6 to 20 years (mean = 12 years SD 3 years 8 months) were included. The five themes were: (1) If we play it at home, let's use it in rehab! Participants perceived XR as a familiar tool, naturally extendable to clinical settings; (2) Gaming for engagement. Participants described XR games as fun and motivating, increasing adherence; (3) Gaming for gains, that is, XR's therapeutic value. Participants described it as an effective tool that can support different rehabilitation goals; (4) Power to play: how XR can empower us. XR fostered a sense of empowerment; (5) Beyond play: challenges. Challenges were identified, including adverse events and redefining the therapist's role. INTERPRETATION: Participants perceived XR for rehabilitation as both logical and necessary. Future rehabilitation models should integrate children's and young people's perspectives and prioritize engaging, inclusive usability across clinical and home settings.
Hervo et al. (Sat,) studied this question.