Sánchez-Herrera Baeza, PatriciaCano de la Cuerda, RobertoOña Simbaña, Edwin DanielPalacios Ceña, DomingoPerez Corrales, JorgeCuenca Zaldivar, Juan NicolasGueita Rodriguez, JavierBalaguer Bernaldo de Quirós, CarlosJardón Huete, AlbertoCuesta Gomez, Alicia2022-01-262022-01-262020-04-11Sánchez-Herrera-Baeza P, Cano-de-la-Cuerda R, Oña-Simbaña ED, Palacios-Ceña D, Pérez-Corrales J, Cuenca-Zaldivar JN, Gueita-Rodriguez J, Balaguer-Bernaldo de Quirós C, Jardón-Huete A, Cuesta-Gomez A. The Impact of a Novel Immersive Virtual Reality Technology Associated with Serious Games in Parkinson’s Disease Patients on Upper Limb Rehabilitation: A Mixed Methods Intervention Study. Sensors. 2020; 20(8):2168. https://doi.org/10.3390/s200821681424-8220https://hdl.handle.net/10016/33971Parkinson’s disease is a neurodegenerative disorder that causes impaired motor functions. Virtual reality technology may be recommended to optimize motor learning in a safe environment. The objective of this paper was to evaluate the e ects of a novel immersive virtual reality technology used for serious games (Oculus Rift 2 plus leap motion controller—OR2-LMC) for upper limb outcomes (muscle strength, coordination, speed of movements, fine and gross dexterity). Another objective was to obtain qualitative data for participants’ experiences related to the intervention. Methods: A mixed methods intervention (embedded) study was used, with a qualitative design after a technology intervention (quantitative design). The intervention and qualitative design followed international guidelines and were integrated into the method and reporting subheadings. Results: Significant improvements were observed in strength (p = 0.028), fine (p = 0.026 to 0.028) and gross coordination dexterity, and speed movements (p = 0.039) in the a ected side, with excellent compliance (100%) and a high level of satisfaction (3.66 0.18 points out of the maximum of 4). No adverse side e ects were observed. Qualitative findings described patients’ perspectives regarding OR2-LMC treatment, facilitators and barriers for adherence, OR2-LMC applications, and treatment improvements. Conclusions: The intervention showed positive results for the upper limbs, with elements of discordance, expansion, and confirmation between qualitative and quantitative results.20eng©2020 by the authorsAtribución 3.0 EspañaParkinson’s diseaseBiomedical TechnologyBiomedical EnhancementNeurologicalRehabilitationMixed Methods Research DiseaseBiomedical TechnologyBiomedical EnhancementNeurological RehabilitationMixed Methods ResearchThe Impact of a Novel Immersive Virtual Reality Technology Associated with Serious Games in Parkinson's Disease Patients on Upper Limb Rehabilitation: A Mixed Methods Intervention Studyresearch articleRobótica e Informática Industrialhttps://doi.org/10.3390/s20082168open access1820SENSORS20AR/0000024636