Research Article Therapists’ Perspective on Virtual Reality Training in Patients after Stroke: A Qualitative Study Reporting Focus Group Results from Three Hospitals Ludwig Schmid, 1,2 Andrea Glässel, 3 and Corina Schuster-Amft 4,5 1 Physiotherapy Department, Rehabilitation Centre, KliniK Lengg, Zurich, Switzerland 2 Department of Physiotherapy, School of Health Professions, Bern University of Applied Sciences, Burgdorf, Switzerland 3 School of Health Professions, Institute of Health Sciences, Zurich University of Applied Sciences, Winterthur, Switzerland 4 Research Department, Reha Rheinfelden, Rheinfelden, Switzerland 5 Institute for Rehabilitation and Performance Technology, Bern University of Applied Sciences, Burgdorf, Switzerland Correspondence should be addressed to Corina Schuster-Amf; c.schuster@reha-rhf.ch Received 5 August 2016; Revised 4 November 2016; Accepted 7 November 2016 Academic Editor: Wai-Kwong Tang Copyright © 2016 Ludwig Schmid et al. Tis is an open access article distributed under the Creative Commons Attribution License, which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited. Background. During the past decade, virtual reality (VR) has become a new component in the treatment of patients afer stroke. Terefore aims of the study were (a) to get an insight into experiences and expectations of physiotherapists and occupational therapists in using a VR training system and (b) to investigate relevant facilitators, barriers, and risks for implementing VR training in clinical practice. Methods. Tree focus groups were conducted with occupational therapists and physiotherapists, specialised in rehabilitation of patients afer stroke. All data were audio-recorded and transcribed verbatim. Te study was analysed based on a phenomenological approach using qualitative content analysis. Results. Afer code refnements, a total number of 1289 codes emerged out of 1626 statements. Intercoder reliability increased from 53% to 91% until the last focus group. Te fnal coding scheme included categories on a four-level hierarchy: frst-level categories are (a) therapists and VR, (b) VR device, (c) patients and VR, and (d) future prospects and potential of VR developments. Conclusions. Results indicate that interprofessional collaboration is needed to develop future VR technology and to devise VR implementation strategies in clinical practice. In principal, VR technology devices were seen as supportive for a general health service model. 1. Background Stroke is a frequent cause of livelong disability in adulthood and is one of the most expensive diseases regarding patient- centred care [1]. To reduce the burden of upper limb limita- tions and to improve patients’ outcomes and independence, new treatment concepts have to be developed and efective- ness of patient outcomes has to be investigated, respectively [2]. Virtual reality (VR) is a novel computer technology that was adapted for rehabilitation over the past decade [3]. It is a computer technology that simulates real-life learning while providing augmented feedback and a high intensity of massed practiced tasks [4]. VR can be diferentiated into immersive and nonimmersive gaming systems. Immersive systems enable players to move an avatar in a simulated environment. Nonimmersive systems ofen focus on arm or leg movements in simulated 3D environments [5]. VR provides a safe environment for patients to explore func- tional capability without interference from their physical or cognitive limitations [6]. As an example of a therapeutic VR system, YouGrabber (YG, YouRehab© Ltd.) will be explored in this study: it is a training system for upper limb train- ing in stroke rehabilitation (Figure 1). It provides training of bimanual reaching and grasping in combination with diferent game options on a computer or television screen. Patients’ movements are captured by two size-adjustable data gloves and infrared arm tracking [7]. As Saposnik and Levin reported in their meta-analysis, there are benefcial efects for upper limb rehabilitation using VR in combina- tion with conventional treatment approaches [8]. Analysed Hindawi Publishing Corporation Stroke Research and Treatment Volume 2016, Article ID 6210508, 12 pages http://dx.doi.org/10.1155/2016/6210508