Recreational Therapists’ Usability Perceptions of the Meta Quest 2 VR System

IF 0.7 Q4 REHABILITATION Therapeutic Recreation Journal Pub Date : 2024-05-03 DOI:10.18666/trj-2024-v58-i2-12077
Chad Romoser, Rhonda Nelson, Thomas Ferrill
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Abstract

This study used survey methods to examine recreational therapists’ perceptions of the usability of the Meta Quest 2, a popular commercial virtual reality (VR) system, for recreational therapy (RT) practice. Participants (N = 22) completed the System Usability Scale (SUS) following attendance at a six-hour continuing education workshop that included didactic education and experiential learning with the Meta Quest 2 and eight different VR applications. The SUS scores ranged from 37.50–97.50 (M = 64.31, SD = 17.93) which corresponds with a “high marginal” acceptability rating, a letter grade of C-, and an adjective rating of “good” based on three separate SUS interpretation guidelines. There were no significant differences in SUS scores across several personal (age, gender, race) and professional (years of RT practice experience, primary service setting, client diagnostic characteristics, age of clients served) demographic groups. Findings add to the evidence-base in the emerging area of VR use in RT practice, and suggest opportunities for future research.
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娱乐治疗师对 Meta Quest 2 VR 系统可用性的看法
本研究采用调查方法,考察娱乐治疗师对流行的商用虚拟现实(VR)系统 Meta Quest 2 在娱乐治疗(RT)实践中的可用性的看法。参加者(22 人)在参加了为期六小时的继续教育研讨会后填写了系统可用性量表(SUS),该研讨会包括授课教育和使用 Meta Quest 2 和八种不同 VR 应用程序的体验式学习。SUS 分数范围为 37.50-97.50(M = 64.31,SD = 17.93),相当于 "高边缘 "可接受性评级,字母等级为 C-,根据三个不同的 SUS 解释指南,形容词评级为 "好"。不同的个人(年龄、性别、种族)和专业(RT 实践经验年限、主要服务环境、客户诊断特征、服务客户年龄)人口统计群体在 SUS 分数上没有明显差异。研究结果为在 RT 实践中使用 VR 这一新兴领域提供了更多证据,并为今后的研究提供了机会。
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