Geriatrics Research Group - Age and Technology Charité - Universitätsmedizin Berlin, corporate member of Freie Universität Berlin, Humboldt-Universität zu Berlin, and Berlin Institute of Health, Reinickendorfer Strasse 61, 13347, Berlin, Germany.
J Neuroeng Rehabil. 2020 Sep 29;17(1):129. doi: 10.1186/s12984-020-00753-8.
Today immersive environments such as Virtual Reality (VR) offer new opportunities for serious gaming in exercise therapy and psychoeducation. Chronic back pain (CBP) patients could benefit from exergames in VR. The requirements in older CBP patients for a VR pain therapy have not yet been determined in studies. The aim of the study was to perform a requirements analysis for the user group of geriatric patients with CBP for a VR exergame. The objective was to find out the expectations, desires, preferences and barriers in order to collect them as requirements for this vulnerable group and to determine frameworks of therapy by physiotherapists and psychotherapists.
We conducted a requirements analysis through semi-structured interviews with 10 elderly participants with CBP. Furthermore, two focus groups were conducted with three physiotherapists and two psychotherapists to determine frameworks of therapy programs for the target group. The qualitative data were transcribed and examined through a structuring content analysis. Subsequently, the results of the analysis were prioritized by all participants of the study.
The results of the requirements analysis indicate mandatory requirements for the overall system, hardware, software and gamification elements. The key requirements were target-group-specific applications of the VR exergame through e.g. individual briefing, user-friendly handling, inclusion of movement limitations, presentation of everyday scenarios in combination with biofeedback, age-appropriate feedback through praise and awards and a maximum exercise duration of 30 min and 15 min of relaxation.
It should be possible to use the determined requirements productively to create user-friendly VR exergames that motivate elderly chronic back pain patients to perform exercises regularly.
The study is registered in the German Clinical Trials Register (DRKS-ID: DRKS00015294 12.10.2018).
如今,虚拟现实(VR)等沉浸式环境为运动疗法和心理教育中的严肃游戏提供了新的机会。慢性腰痛(CBP)患者可以从 VR 健身游戏中受益。在研究中,尚未确定老年 CBP 患者对 VR 疼痛治疗的要求。本研究的目的是对 CBP 老年患者的用户群体进行 VR 健身游戏的需求分析。目的是找出期望、愿望、偏好和障碍,以便将其作为弱势群体的需求收集起来,并由物理治疗师和心理治疗师确定治疗框架。
我们通过对 10 名患有 CBP 的老年参与者进行半结构化访谈进行了需求分析。此外,还进行了两次焦点小组讨论,参与者为三位物理治疗师和两位心理治疗师,以确定针对目标群体的治疗方案框架。将定性数据转录并通过结构化内容分析进行检查。随后,所有研究参与者对分析结果进行了优先级排序。
需求分析的结果表明了对整体系统、硬件、软件和游戏化元素的强制性要求。关键要求是 VR 健身游戏针对特定目标群体的应用,例如个别介绍、用户友好的操作、纳入运动限制、结合生物反馈呈现日常场景、适合年龄的反馈(通过表扬和奖励)以及最长 30 分钟的运动时间和 15 分钟的放松时间。
应该可以有效地利用确定的需求来创建用户友好的 VR 健身游戏,激励老年慢性腰痛患者定期进行锻炼。
该研究在德国临床试验注册中心(DRKS-ID:DRKS00015294,2018 年 10 月 12 日)注册。