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

被引:15
作者
Castillo, Julian Felipe Villada [1 ,6 ]
Vega, Maria Fernanda Montoya [2 ]
Cardona, John Edison Munoz [3 ]
Lopez, David [4 ]
Quinones, Leonardo [4 ]
Gallo, Oscar Alberto Henao [5 ]
Lopez, Jose Fernando [5 ]
机构
[1] Univ Tecnol Pereira, Fac Basic Sci, Dept Phys, Pereira, Colombia
[2] Monash Univ, Dept Human Ctr Comp, Exert Games Lab, Melbourne, Australia
[3] Univ Waterloo, Dept Syst Design Engn, Waterloo, ON, Canada
[4] Univ Tecnol Pereira, Fac Engn, Pereira, Colombia
[5] Univ Tecnol Pereira, Med Fac, Pereira, Colombia
[6] Univ Tecnol Pereira, Fac Basic Sci, Dept Phys, Carrera 27 10 02 Alamos, Pereira 660003, Colombia
关键词
stroke; user-centered design; exergame; design; virtual reality; playtest; upper limb rehabilitation; RANDOMIZED CONTROLLED-TRIAL; QUALITY-OF-LIFE; BALANCE; IMMERSION; GAMES;
D O I
10.2196/48900
中图分类号
R19 [保健组织与事业(卫生事业管理)];
学科分类号
摘要
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 exergames have promising potential as adjunctive elements in traditional therapeutic approaches.
引用
收藏
页数:14
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