(MENAFN- P&S Intelligence) The interest in using VR in rehabilitation is developing as VR technologies are more widely available and more reasonably priced to supply. As a result, studies have examined the effectiveness of VR and interactive video game therapy for patients to utilize at home.
In addition to enabling the production of complicated and pricey systems for controlled clinical circumstances, recent technological breakthroughs have made it possible to build more inexpensive and accessible VR systems for usage in various contexts. Therapists are thus currently examining this, which might be given to patients and then kept up by them.
By 2030, it is predicted that the worldwide virtual rehabilitation industry will generate $2,312.3 million. This is because there are more people with disabilities and more people using virtual reality to treat patients.
The WHO estimates that 15% of people worldwide have some kind of impairment, and 2-4% of these individuals have severe functional challenges. In addition, the CDC estimates that 61 million Americans, or 1 in 4 U.S. adults, have a handicap that significantly limits their ability to engage in main life activities.
With age, disability becomes more common, affecting about 2 in 5 adults aged 65. The main benefit of virtual rehabilitation for disabled people is that they can involve in a variety of activities on a simulator, are relatively free from the boundaries imposed by their disability, and can do so safely.
Virtual physical therapy, which offers patients a range of exercises ranging from general orthopedic ones to specific ones for injury recovery, is another area where virtual reality is being used more and more. The exercises may also be modified for specific age groups to help babies with motor skill development and older people retain their agility.
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