A gamified virtual environment intervention for gait rehabilitation in Parkinson's Disease: co-creation and feasibility study.

IF 5.2 2区 医学 Q1 ENGINEERING, BIOMEDICAL
Pere Bosch-Barceló, Maria Masbernat-Almenara, Oriol Martínez-Navarro, Carlos Tersa-Miralles, Anni Pakarinen, Helena Fernández-Lago
{"title":"A gamified virtual environment intervention for gait rehabilitation in Parkinson's Disease: co-creation and feasibility study.","authors":"Pere Bosch-Barceló, Maria Masbernat-Almenara, Oriol Martínez-Navarro, Carlos Tersa-Miralles, Anni Pakarinen, Helena Fernández-Lago","doi":"10.1186/s12984-024-01399-6","DOIUrl":null,"url":null,"abstract":"<p><strong>Background: </strong>Treadmill gait training has been shown to improve gait performance in People with Parkinson's Disease (PwPD), and in combination with Virtual Reality, it can be an effective tool for gait rehabilitation. The addition of gamification elements can create a more stimulating and adherent intervention. However, implementation of new technologies in healthcare can be challenging. This study aimed to develop and evaluate the feasibility of a treadmill rehabilitation program in a Gamified Virtual Reality Environment (GVRE) for PwPD.</p><p><strong>Methods: </strong>The GVRE was developed following a user-centered design approach, involving both PwPD and physiotherapists in the development and evaluation of the intervention. The intervention consisted of a walking simulation in three different environments (countryside, city, and park), which had a progressive increase in difficulty. To test its feasibility, three sessions were carried out with four PwPD and four physiotherapists. To assess the usability, the System Usability Scale (SUS), Assistive Technology Usability Questionnaire for people with Neurological diseases (NATU Quest) and Simulator Sickness Questionnaire (SSQ) were used. To assess the intervention's acceptability, feedback and in-game performance was collected from participants.</p><p><strong>Results: </strong>Results showed the feasibility of the intervention, with a SUS score of 74.82 ± 12.62, and a NATU Quest score of 4.49 ± 0.62, and positive acceptability feedback. Participants showed clear preferences for naturalistic environments, and gamification elements were seen as positive. Difficulty settings worked as intended, but lowered enjoyment of the experience in some cases.</p><p><strong>Conclusions: </strong>This intervention was successfully shown as a feasible option for the training of gait under Dual Task conditions for PwPD. It offers a safe and replicable environment in which complex situations can be trained. However, further iterations of the intervention need to be improved in order to guarantee accurate tracking and a more realistic training progression.</p><p><strong>Trial registration number: </strong>NCT05243394-01/20/2022.</p>","PeriodicalId":16384,"journal":{"name":"Journal of NeuroEngineering and Rehabilitation","volume":null,"pages":null},"PeriodicalIF":5.2000,"publicationDate":"2024-06-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC11194924/pdf/","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Journal of NeuroEngineering and Rehabilitation","FirstCategoryId":"5","ListUrlMain":"https://doi.org/10.1186/s12984-024-01399-6","RegionNum":2,"RegionCategory":"医学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q1","JCRName":"ENGINEERING, BIOMEDICAL","Score":null,"Total":0}
引用次数: 0

Abstract

Background: Treadmill gait training has been shown to improve gait performance in People with Parkinson's Disease (PwPD), and in combination with Virtual Reality, it can be an effective tool for gait rehabilitation. The addition of gamification elements can create a more stimulating and adherent intervention. However, implementation of new technologies in healthcare can be challenging. This study aimed to develop and evaluate the feasibility of a treadmill rehabilitation program in a Gamified Virtual Reality Environment (GVRE) for PwPD.

Methods: The GVRE was developed following a user-centered design approach, involving both PwPD and physiotherapists in the development and evaluation of the intervention. The intervention consisted of a walking simulation in three different environments (countryside, city, and park), which had a progressive increase in difficulty. To test its feasibility, three sessions were carried out with four PwPD and four physiotherapists. To assess the usability, the System Usability Scale (SUS), Assistive Technology Usability Questionnaire for people with Neurological diseases (NATU Quest) and Simulator Sickness Questionnaire (SSQ) were used. To assess the intervention's acceptability, feedback and in-game performance was collected from participants.

Results: Results showed the feasibility of the intervention, with a SUS score of 74.82 ± 12.62, and a NATU Quest score of 4.49 ± 0.62, and positive acceptability feedback. Participants showed clear preferences for naturalistic environments, and gamification elements were seen as positive. Difficulty settings worked as intended, but lowered enjoyment of the experience in some cases.

Conclusions: This intervention was successfully shown as a feasible option for the training of gait under Dual Task conditions for PwPD. It offers a safe and replicable environment in which complex situations can be trained. However, further iterations of the intervention need to be improved in order to guarantee accurate tracking and a more realistic training progression.

Trial registration number: NCT05243394-01/20/2022.

针对帕金森病步态康复的游戏化虚拟环境干预:共同创造和可行性研究。
背景:事实证明,跑步机步态训练可以改善帕金森病患者(PwPD)的步态表现,与虚拟现实技术相结合,可以成为步态康复的有效工具。游戏化元素的加入可以创造出一种更具刺激性和依从性的干预措施。然而,在医疗保健领域实施新技术可能具有挑战性。本研究旨在开发和评估游戏化虚拟现实环境(GVRE)中针对残疾人的跑步机康复计划的可行性:GVRE 的开发采用了以用户为中心的设计方法,让残疾人和理疗师共同参与干预措施的开发和评估。干预措施包括在三种不同的环境(乡村、城市和公园)中模拟行走,难度逐渐增加。为了测试其可行性,四名残疾人和四名物理治疗师进行了三次测试。评估可用性时,使用了系统可用性量表(SUS)、神经系统疾病患者辅助技术可用性问卷(NATU Quest)和模拟器疾病问卷(SSQ)。为评估干预措施的可接受性,收集了参与者的反馈和游戏中的表现:结果:结果显示了干预措施的可行性,SUS 得分为 74.82 ± 12.62,NATU Quest 得分为 4.49 ± 0.62,并且获得了积极的接受反馈。参与者对自然化环境表现出明显的偏好,游戏化元素也被认为是积极的。难度设置符合预期,但在某些情况下会降低体验的乐趣:这一干预措施已成功证明是在双重任务条件下对残疾人进行步态训练的可行方案。它提供了一个安全和可复制的环境,可以在其中进行复杂情况的训练。不过,还需要对干预措施进行进一步的反复改进,以保证准确的跟踪和更真实的训练进展:NCT05243394-01/20/2022.
本文章由计算机程序翻译,如有差异,请以英文原文为准。
求助全文
约1分钟内获得全文 求助全文
来源期刊
Journal of NeuroEngineering and Rehabilitation
Journal of NeuroEngineering and Rehabilitation 工程技术-工程:生物医学
CiteScore
9.60
自引率
3.90%
发文量
122
审稿时长
24 months
期刊介绍: Journal of NeuroEngineering and Rehabilitation considers manuscripts on all aspects of research that result from cross-fertilization of the fields of neuroscience, biomedical engineering, and physical medicine & rehabilitation.
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术官方微信