Villada Castillo Julian Felipe, Montoya Vega Maria Fernanda, Muñoz Cardona John Edison, Lopez David, Quiñones Leonardo, Henao Gallo Oscar Alberto, Lopez Jose Fernando
Faculty of Basic Sciences, Department of Physics, Universidad Tecnologica de Pereira, Pereira, Colombia.
Department of Human-Centered Computing, Exertion Games Lab, Monash University, Melbourne, Australia.
JMIR Serious Games. 2024 Jan 11;12:e48900. doi: 10.2196/48900.
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.
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.
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.
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.
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 the system's responsiveness. This iterative approach enhances game design and markedly boosts user satisfaction, suggesting exergames have promising potential as adjunctive elements in traditional therapeutic approaches.
自21世纪初以来,人们越来越有兴趣将运动视频游戏(健身游戏)和基于虚拟现实(VR)的干预措施作为创新方法,以加强对多重残疾个体的身体康复。在过去十年中,研究人员和运动专业人士专注于为包括中风患者在内的不同人群开发专门的沉浸式运动视频游戏,显示出对上肢康复有切实的益处。然而,有必要开发高度引人入胜、个性化的游戏,以促进创造与中风患者所传达的偏好、动机和挑战相一致的体验。
本研究旨在探索一款健身游戏对中风患者的定制潜力,同时评估其作为物理治疗和康复领域技术工具的可用性。
我们引入了一种游戏测试方法,以改进一款使用以用户为中心的方法为中风幸存者开发的用于上肢康复的VR健身游戏的设计。在4次游戏测试过程中,中风幸存者使用VR头显与初始游戏版本进行交互,为完善游戏内容和机制提供了重要反馈。此外,一项涉及10名中风幸存者的试点研究通过与VR相关的问卷收集数据,以评估游戏设计的各个方面,如机制、辅助、体验、晕动症和沉浸感。
游戏测试方法有助于改进健身游戏以符合用户需求,始终纳入他们的观点并取得了显著成果。试点研究表明用户反应积极。在第一个场景中,一名木匠展示了一款基于肘部屈伸运动的游戏;第二个场景包括一款围绕与肩部屈伸运动相关的游戏机制设计的tejol游戏(一种传统的哥伦比亚投掷游戏);在第三个场景中,一名农民要求玩家执行一项将肘部屈伸与肩部内旋和外旋相结合的动作。这些发现表明所研究的健身游戏作为中风患者上肢康复工具的潜力。
将健身游戏纳入中风引起的偏瘫康复中,通过关注肩部和肘部的关键运动,显著有益于康复过程。这些互动游戏在帮助用户恢复活动能力和恢复受影响肢体的实际使用方面发挥着关键作用。它们还为研究人员提供了有价值的数据源,提高了系统的响应能力。这种迭代方法改进了游戏设计并显著提高了用户满意度,表明健身游戏作为传统治疗方法的辅助元素具有广阔的潜力。