Analysis of motivation in virtual reality stroke rehabilitation

P. Epure, M.B. Holte

Research output: Chapter in Book/Report/Conference proceedingArticle in proceedingsResearchpeer-review


This paper investigates the post-stroke adult population and their motivation to use virtual reality rehabilitation in the rehabilitation process. The study was conducted on 10 patients, part of a rehabilitation program at NeuroRehab, Sydvestjysk Sygehus, Grindsted, Denmark. The sample of patients was divided into a control group and an experimental group, where the experimental group practiced additionally 30 min of training using a virtual reality rehabilitation system. The system consists of: a head mounted display – Oculus Rift, a motion sensor controller – Leap Motion, a desktop computer and a custom built task simulator game. To study the patients’ motivation, a questionnaire based on the Intrinsic Motivation Inventory, play performance measurements, and video recordings were utilised. It is concluded that the patients who utilised the virtual rehabilitation system indicated slightly increased motivation compared to the control group.

Original languageEnglish
Title of host publicationInternational Conference on Design, Learning, and Innovation : ArtsIT 2017, DLI 2017: Interactivity, Game Creation, Design, Learning, and Innovation
EditorsAnthony L. Brooks, Eva Brooks, Nikolas Vidakis
Number of pages12
Publication date7. Mar 2018
Publication statusPublished - 7. Mar 2018
Externally publishedYes
EventInteractivity, Game Creation, Design, Learning, and Innovation: International Conference on Design, Learning, and Innovation - Heraklion, Greece
Duration: 30. Oct 201731. Oct 2017


ConferenceInteractivity, Game Creation, Design, Learning, and Innovation
SeriesLecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering


  • Motivation
  • Stroke
  • Virtual reality rehabilitation


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