Bressler Michael, Merk Joachim, Gohlke Tanja, Kayali Fares, Daigeler Adrien, Kolbenschlag Jonas, Prahm Cosima
BG Klinik Tuebingen, Clinic for Hand, Plastic, Reconstructive and Burn Surgery, University of Tuebingen, Tuebingen, Germany.
Institute for Teacher Education, University of Vienna, Vienna, Austria.
JMIR Serious Games. 2024 Aug 27;12:e54193. doi: 10.2196/54193.
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.
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.
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.
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.
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.
手部创伤后恢复手和手指功能需要一套持续且认真的锻炼方案。然而,由于重复性任务缺乏挑战性或不适,患者的积极性常常下降,导致锻炼时粗心大意或完全不进行锻炼。将游戏化引入这些重复性任务可以使其对患者更具吸引力,最终提高他们持续锻炼的积极性。
本研究旨在迭代开发一款用于手和手指康复的严肃虚拟现实游戏,在一个引人入胜且有趣的数字环境中,鼓励患者积极参与至少为期2周的持续治疗。
开发过程包括3个不同阶段,每个阶段都进行了评估。最初,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名手部功能受损患者进行评估。随后,开发了游戏版本1,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。基于这些结果,开发了游戏版本2,并对另外20名患者进行了评估,同样分为调查组和对照组。使用内在动机量表(IMI)评估动机,使用移动应用评分量表和系统可用性量表对应用程序的质量进行评级。通过半结构化访谈收集用户反馈。
原型评估证实了游戏设计的可接受性和可行性。版本1在IMI的两个子量表(努力程度,P<.001;有用性,P=.02)上显著提高了动机。在版本2中,与版本1相比,每日锻炼次数显著增加(P=.008),IMI子量表努力程度方面的动机显著更高(P=.02)。版本1和版本2的移动应用评分量表得分都很高,版本2在系统可用性量表上得分为86.9,表明具有出色的可接受性。半结构化访谈提供的用户反馈有助于在迭代开发中改进游戏并扩展可玩内容。
本研究展示了一款专为手和手指康复设计的虚拟现实严肃游戏。该游戏受到好评,并提供了一个有效激励用户的环境。迭代开发过程纳入了用户反馈,证实了该游戏即使对于手部功能严重受限的患者也易于使用且可行。