A Virtual Reality Serious Game for the Rehabilitation of Hand and Finger Function: Iterative Development and Suitability Study.

IF 3.8 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES JMIR Serious Games Pub Date : 2024-08-27 DOI:10.2196/54193
Michael Bressler, Joachim Merk, Tanja Gohlke, Fares Kayali, Adrien Daigeler, Jonas Kolbenschlag, Cosima Prahm
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Abstract

Background: Restoring hand and finger function after a traumatic hand injury necessitates a regimen of consistent and conscientious exercise. However, motivation frequently wanes due to unchallenging repetitive tasks or discomfort, causing exercises to be performed carelessly or avoided completely. Introducing gamification to these repetitive tasks can make them more appealing to patients, ultimately increasing their motivation to exercise consistently.

Objective: This study aims to iteratively develop a serious virtual reality game for hand and finger rehabilitation within an appealing and engaging digital environment, encouraging patient motivation for at least 2 weeks of continuous therapy.

Methods: The development process comprised 3 distinct stages, each of which was subject to evaluation. Initially, a prototype was created to encompass the game's core functionalities, which was assessed by 18 healthy participants and 7 patients with impaired hand function. Subsequently, version 1 of the game was developed and evaluated with 20 patients who were divided into an investigation group and a control group. On the basis of these findings, version 2 was developed and evaluated with 20 patients who were divided into an investigation group and a control group. Motivation was assessed using the Intrinsic Motivation Inventory (IMI), while the application's quality was rated using the Mobile Application Rating Scale and the System Usability Scale. User feedback was gathered using semistructured interviews.

Results: The prototype evaluation confirmed the acceptance and feasibility of the game design. Version 1 significantly increased motivation in 2 IMI subscales, effort (P<.001) and usefulness (P=.02). In version 2, a significant increase in daily performed exercises was achieved (P=.008) compared to version 1, with significantly higher motivation in the IMI subscale effort (P=.02). High Mobile Application Rating Scale scores were obtained for both versions 1 and 2, with version 2 scoring 86.9 on the System Usability Scale, indicating excellent acceptability. User feedback provided by the semistructured interviews was instrumental in the iterative development regarding improvements and the expansion of the playable content.

Conclusions: This study presented a virtual reality serious game designed for hand and finger rehabilitation. The game was well received and provided an environment that effectively motivated the users. The iterative development process incorporated user feedback, confirming the game's ease of use and feasibility even for patients with severely limited hand function.

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用于手部和手指功能康复的虚拟现实严肃游戏:迭代开发和适用性研究。
背景:手部外伤后,要恢复手部和手指的功能,就必须坚持不懈地进行锻炼。然而,由于缺乏挑战性的重复性任务或不适感,患者的运动积极性经常会减弱,从而导致他们漫不经心地进行运动或完全避免运动。将游戏化引入这些重复性任务可以使它们对患者更具吸引力,最终提高他们坚持锻炼的积极性:本研究旨在迭代开发一款严肃的虚拟现实游戏,在吸引人的数字环境中进行手部和手指康复训练,鼓励患者进行至少 2 周的持续治疗:开发过程包括三个不同的阶段,每个阶段都要进行评估。首先,创建了一个包含游戏核心功能的原型,由 18 名健康参与者和 7 名手部功能受损的患者进行评估。随后,开发了游戏的第一版,并对 20 名患者进行了评估,这些患者被分为调查组和对照组。在此基础上,又开发了第二版游戏,并将 20 名患者分为调查组和对照组进行了评估。使用内在动机量表(IMI)对动机进行评估,同时使用移动应用评分量表和系统可用性量表对应用质量进行评分。通过半结构式访谈收集了用户反馈:原型评估证实了游戏设计的可接受性和可行性。结果:原型评估证实了游戏设计的可接受性和可行性。第 1 版在两个 IMI 分量表中明显提高了学习动机,即努力程度(PC):本研究介绍了一款专为手部和手指康复设计的虚拟现实严肃游戏。该游戏广受好评,并提供了一个能有效激励用户的环境。迭代开发过程采纳了用户的反馈意见,证实了游戏的易用性和可行性,即使对手部功能严重受限的患者也是如此。
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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.
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