Design of Virtual Reality Exergames for Upper Limb Stroke Rehabilitation Following Iterative Design Methods: Usability Study.

IF 3.8 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES JMIR Serious Games Pub Date : 2024-01-11 DOI:10.2196/48900
Julian Felipe Villada Castillo, Maria Fernanda Montoya Vega, John Edison Muñoz Cardona, David Lopez, Leonardo Quiñones, Oscar Alberto Henao Gallo, Jose Fernando Lopez
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Abstract

Background: Since the early 2000s, there has been a growing interest in using exercise video games (exergames) and virtual reality (VR)-based interventions as innovative methods to enhance physical rehabilitation for individuals with multiple disabilities. Over the past decade, researchers and exercise professionals have focused on developing specialized immersive exercise video games for various populations, including those who have experienced a stroke, revealing tangible benefits for upper limb rehabilitation. However, it is necessary to develop highly engaging, personalized games that can facilitate the creation of experiences aligned with the preferences, motivations, and challenges communicated by people who have had an episode of stroke.

Objective: This study seeks to explore the customization potential of an exergame for individuals who have undergone a stroke, concurrently evaluating its usability as a technological tool in the realm of physical therapy and rehabilitation.

Methods: We introduce a playtest methodology to enhance the design of a VR exergame developed using a user-centered approach for upper limb rehabilitation in stroke survivors. Over 4 playtesting sessions, stroke survivors interacted with initial game versions using VR headsets, providing essential feedback for refining game content and mechanics. Additionally, a pilot study involving 10 stroke survivors collected data through VR-related questionnaires to assess game design aspects such as mechanics, assistance, experience, motion sickness, and immersion.

Results: The playtest methodology was beneficial for improving the exergame to align with user needs, consistently incorporating their perspectives and achieving noteworthy results. The pilot study revealed that users had a positive response. In the first scenario, a carpenter presents a game based on the flexion-extension movement of the elbow; the second scenario includes a tejo game (a traditional Colombian throwing game) designed around game mechanics related to the flexion-extension movement of the shoulder; and in the third scenario, a farmer challenges the player to perform a movement combining elbow flexion and extension with internal and external rotation of the shoulder. These findings suggest the potential of the studied exergame as a tool for the upper limb rehabilitation of individuals who have experienced a stroke.

Conclusions: The inclusion of exergames in rehabilitation for stroke-induced hemiparesis has significantly benefited the recovery process by focusing on essential shoulder and elbow movements. These interactive games play a crucial role in helping users regain mobility and restore practical use of affected limbs. They also serve as valuable data sources for researchers, improving the system's responsiveness. This iterative approach enhances game design and markedly boosts user satisfaction, suggesting exergames have promising potential as adjunctive elements in traditional therapeutic approaches.

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采用迭代设计方法设计用于上肢中风康复的虚拟现实游戏:可用性研究。
背景:自 21 世纪初以来,人们对使用运动视频游戏(exergames)和基于虚拟现实(VR)的干预措施作为创新方法来增强多重残疾人士的身体康复越来越感兴趣。在过去的十年中,研究人员和运动专业人员专注于为不同人群开发专门的沉浸式运动视频游戏,包括那些经历过中风的人,并揭示了其对上肢康复的切实益处。然而,有必要开发高度吸引人的、个性化的游戏,以便根据中风患者的偏好、动机和所面临的挑战来创造体验:本研究旨在探索为中风患者定制外显游戏的潜力,同时评估其作为物理治疗和康复领域技术工具的可用性:方法:我们介绍了一种游戏测试方法,以加强采用以用户为中心的方法开发的 VR 外部游戏的设计,用于中风幸存者的上肢康复。在 4 次游戏测试中,中风幸存者使用 VR 头显与最初的游戏版本进行了互动,为完善游戏内容和机制提供了重要反馈。此外,一项涉及 10 名中风幸存者的试点研究通过与 VR 相关的问卷收集数据,以评估游戏设计的各个方面,如机械、辅助、体验、晕动病和沉浸感:结果:游戏测试方法有利于改进外部游戏,使其符合用户需求,并不断采纳他们的观点,取得了显著效果。试点研究表明,用户反应积极。在第一个场景中,一名木匠展示了一个基于肘部屈伸运动的游戏;第二个场景包括一个围绕与肩部屈伸运动相关的游戏机制设计的 Tejo 游戏(哥伦比亚的一种传统投掷游戏);在第三个场景中,一名农民挑战玩家完成一个将肘部屈伸与肩部内旋和外旋相结合的运动。这些研究结果表明,所研究的外部游戏有可能成为中风患者上肢康复的工具:结论:将外显子游戏纳入中风引起的偏瘫的康复训练中,通过重点训练肩部和肘部的基本动作,对康复过程大有裨益。这些互动游戏在帮助使用者恢复活动能力和实际使用患肢方面发挥了至关重要的作用。它们还为研究人员提供了宝贵的数据来源,提高了系统的响应速度。这种迭代方法增强了游戏设计,显著提高了用户满意度,表明外部游戏作为传统治疗方法的辅助元素具有广阔的发展前景。
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来源期刊
JMIR Serious Games
JMIR Serious Games Medicine-Rehabilitation
CiteScore
7.30
自引率
10.00%
发文量
91
审稿时长
12 weeks
期刊介绍: JMIR Serious Games (JSG, ISSN 2291-9279) is a sister journal of the Journal of Medical Internet Research (JMIR), one of the most cited journals in health informatics (Impact Factor 2016: 5.175). JSG has a projected impact factor (2016) of 3.32. JSG is a multidisciplinary journal devoted to computer/web/mobile applications that incorporate elements of gaming to solve serious problems such as health education/promotion, teaching and education, or social change.The journal also considers commentary and research in the fields of video games violence and video games addiction.
期刊最新文献
A Mixed Reality-based Tele-Supervised Ultrasound Education Platform on 5G network compared to Direct Supervision: Prospective Randomized Pilot Trial. Comparison of Occupational Performance in Immersive Virtual and Real Environments Among Patients With Stroke: Observational Randomized Crossover Pilot Study. Correction: Effects of Virtual Reality Therapy for Patients With Breast Cancer During Chemotherapy: Randomized Controlled Trial. Risk Perception and Knowledge Following a Social Game-Based Tobacco Prevention Program for Adolescents: Pilot Randomized Comparative Trial. Sensing In Exergames for Efficacy and Motion Quality: Scoping Review of Recent Publications.
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