{"status":"ok","message-type":"work","message-version":"1.0.0","message":{"indexed":{"date-parts":[[2026,1,24]],"date-time":"2026-01-24T17:09:21Z","timestamp":1769274561550,"version":"3.49.0"},"reference-count":88,"publisher":"Frontiers Media SA","license":[{"start":{"date-parts":[[2025,6,13]],"date-time":"2025-06-13T00:00:00Z","timestamp":1749772800000},"content-version":"vor","delay-in-days":0,"URL":"https:\/\/creativecommons.org\/licenses\/by\/4.0\/"}],"content-domain":{"domain":["frontiersin.org"],"crossmark-restriction":true},"short-container-title":["Front. Virtual Real."],"abstract":"<jats:sec><jats:title>Introduction<\/jats:title><jats:p>Integrating social interaction into stroke rehabilitation is recommended but often underutilized due to limited resources. Virtual Reality (VR) offers a way to introduce social facilitation via virtual agents in rehabilitation training. Understanding how chronic stroke survivors respond to virtual agents can inform physiotherapy practice with innovative digital tools.<\/jats:p><\/jats:sec><jats:sec><jats:title>Methods<\/jats:title><jats:p>This study presents five case studies of chronic stroke survivors (2 female, 3 male) with motor impairments, all with paresis of the dominant right upper limb. Participants engaged in a VR-based upper limb exergame under two conditions: playing alone and playing alongside with a virtual agent, acting as a second-player, controlled by a rule-based algorithm. Rehabilitation progress, task performance, and engagement were examined across training sessions.<\/jats:p><\/jats:sec><jats:sec><jats:title>Results<\/jats:title><jats:p>Participants who completed all sessions showed consistently higher engagement when playing with a virtual agent compared to playing alone. At the same time, the presence of the virtual co-player had no observable effect on game performance.<\/jats:p><\/jats:sec><jats:sec><jats:title>Discussion<\/jats:title><jats:p>These findings suggest that incorporating a virtual agent can enhance task engagement and promote perseverance in VR-based stroke rehabilitation. The results are discussed in the context of current VR rehabilitation practices, and implications for clinical practice and future research are outlined.<\/jats:p><\/jats:sec>","DOI":"10.3389\/frvir.2025.1581240","type":"journal-article","created":{"date-parts":[[2025,6,13]],"date-time":"2025-06-13T05:49:05Z","timestamp":1749793745000},"update-policy":"https:\/\/doi.org\/10.3389\/crossmark-policy","source":"Crossref","is-referenced-by-count":1,"title":["Social facilitation within immersive virtual reality enhances perseverance in stroke rehabilitation training"],"prefix":"10.3389","volume":"6","author":[{"given":"Christos","family":"Hadjipanayi","sequence":"first","affiliation":[]},{"given":"Dimitris","family":"Sokratous","sequence":"additional","affiliation":[]},{"given":"Christos","family":"Kyrlitsias","sequence":"additional","affiliation":[]},{"given":"Domna","family":"Banakou","sequence":"additional","affiliation":[]},{"given":"Despina","family":"Michael-Grigoriou","sequence":"additional","affiliation":[]}],"member":"1965","published-online":{"date-parts":[[2025,6,13]]},"reference":[{"key":"B1","first-page":"2113","article-title":"Towards customizable games for stroke rehabilitation","author":"Alankus","year":"2010"},{"key":"B2","doi-asserted-by":"publisher","first-page":"102481","DOI":"10.1016\/j.ijhcs.2020.102481","article-title":"Virtual reality art-making for stroke rehabilitation: field study and technology probe","volume":"145","author":"Alex","year":"2021","journal-title":"Int. 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