Health and Rehabilitation Research Institute, AUT University, Auckland 1142, New Zealand.
Disabil Rehabil. 2012;34(22):1880-6. doi: 10.3109/09638288.2012.670036. Epub 2012 Apr 5.
To review quantitative and qualitative studies that have examined the users' response to virtual reality game-based interventions in people with movement disorders associated with chronic neurological conditions. We aimed to determine key themes that influenced users' enjoyment and engagement in the games and develop suggestions as to how future systems could best address their needs and expectations.
There were a limited number of studies that evaluated user opinions. From those found, seven common themes emerged: technology limitations, user control and therapist assistance, the novel physical and cognitive challenge, feedback, social interaction, game purpose and expectations, and the virtual environments. Our key recommendations derived from the review were to avoid technology failure, maintain overt therapeutic principles within the games, encompass progression to promote continuing physical and cognitive challenge, and to provide feedback that is easily and readily associated with success.
While there have been few studies that have evaluated the users' perspective of virtual rehabilitation games, our findings indicate that canvassing these experiences provides valuable information on the needs of the intended users. Incorporating our recommendations may enhance the efficacy of future systems to optimize the rehabilitation benefits of virtual reality games.
回顾定量和定性研究,这些研究考察了虚拟现实游戏干预在与慢性神经状况相关的运动障碍患者中的用户反应。我们旨在确定影响用户对游戏的享受和参与的关键主题,并提出建议,说明未来的系统如何最好地满足他们的需求和期望。
评估用户意见的研究数量有限。从已发现的研究中,出现了七个共同主题:技术限制、用户控制和治疗师协助、新颖的身体和认知挑战、反馈、社交互动、游戏目的和期望以及虚拟环境。我们从审查中得出的主要建议是避免技术故障,在游戏中保持明显的治疗原则,包含促进持续身体和认知挑战的进展,并提供易于与成功相关联的反馈。
虽然评估虚拟康复游戏用户观点的研究很少,但我们的研究结果表明,调查这些体验提供了有关目标用户需求的有价值信息。纳入我们的建议可以提高未来系统的功效,以优化虚拟现实游戏的康复效益。