Evaluation of the Usability of a Serious Game in Virtual Reality with a Focus on the Perception and Experience of Health Professionals for Motor Rehabilitation in Children with Cerebral Palsy.

IF 2.2 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Games for Health Journal Pub Date : 2024-06-01 Epub Date: 2024-03-28 DOI:10.1089/g4h.2023.0030
Fabiana Rita Camara Machado, Guilherme Dos Santos Novak, Sérgio Kakuta Kato, Alcyr Alves de Oliveira
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Abstract

Introduction: Cerebral palsy (CP) is a nonprogressive neuropathological condition that requires lifelong neurocognitive-motor rehabilitation. Evidences indicate that the use of new technologies to assist in rehabilitation processes, such as serious games in virtual reality (VR), have served as adjuncts to therapy and capable of promoting engagement, motivation, and motor activation for these patients. Objective: To investigate the usability of a serious game in VR to help with the stability and balance of the head and trunk of children with CP, focusing on the perception and experience of health professionals. Methods: The collection was carried out with health professionals, and the results were comprehensively evaluated through viability by means of the total score, number of correct answers, number of errors, and level of difficulty during the execution of the game, which were collected from the performance report generated by the application. System satisfaction was also verified by the System Usability Scale (SUS). Results: The mean obtained from the total score of the SUS was 82.10 ± 12.66 points, being considered of high usability for the suggested purpose. The professionals' opinion about the usability of the system did not change due to the performance during the game. Conclusion: The study demonstrated that the developed rehabilitation program has successfully delivered the experience to exercise the head control and trunk balance of subjects with CP.

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评估虚拟现实严肃游戏的可用性,重点关注医疗专业人员对脑瘫儿童运动康复的感知和体验。
导言:脑性瘫痪(CP)是一种非进行性神经病理学疾病,需要终生进行神经认知运动康复治疗。有证据表明,使用新技术(如虚拟现实(VR)中的严肃游戏)协助康复过程,可作为治疗的辅助手段,并能促进这些患者的参与、动力和运动激活。目的调查虚拟现实严肃游戏的可用性,以帮助 CP 儿童的头部和躯干保持稳定和平衡,重点关注医疗专业人员的感知和体验。方法:收集医疗专业人员的意见:从应用程序生成的性能报告中收集游戏执行过程中的总分、正确答案数、错误数和难度水平,通过可行性对结果进行综合评估。此外,还通过系统可用性量表(SUS)验证了系统的满意度。结果系统可用性量表总分的平均值为 82.10 ± 12.66 分,就所建议的目的而言,可用性较高。专业人员对系统可用性的看法并未因游戏过程中的表现而改变。结论研究结果表明,所开发的康复项目成功地锻炼了CP受试者的头部控制能力和躯干平衡能力。
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来源期刊
CiteScore
6.70
自引率
11.40%
发文量
56
期刊介绍: Games for Health Journal is the first peer-reviewed journal dedicated to advancing the impact of game research, technologies, and applications on human health and well-being. This ground-breaking publication delivers original research that directly impacts this emerging, widely-recognized, and increasingly adopted area of healthcare. Games are rapidly becoming an important tool for improving health behaviors ranging from healthy lifestyle habits and behavior modification, to self-management of illness and chronic conditions to motivating and supporting physical activity. Games are also increasingly used to train healthcare professionals in methods for diagnosis, medical procedures, patient monitoring, as well as for responding to epidemics and natural disasters. Games for Health Journal is a must for anyone interested in the research and design of health games that integrate well-tested, evidence-based behavioral health strategies to help improve health behaviors and to support the delivery of care. Games for Health Journal coverage includes: -Nutrition, weight management, obesity -Disease prevention, self-management, and adherence -Cognitive, mental, emotional, and behavioral health -Games in home-to-clinic telehealth systems
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