Exergaming System for Exercise-Based Cardiac Rehabilitation in Patients With Heart Failure: Development and Usability Assessment Study of a Device Prototype.

IF 3.8 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES
JMIR Serious Games Pub Date : 2025-07-16 DOI:10.2196/71385
Carles Blasco-Peris, Juan Pedro Alcolea Garrido, Barbara Seguí, Rocio Zaragoza, Vicente Climent-Paya, Laura Fuertes-Kenneally, Agustín Manresa-Rocamora, Ana Sanz-Rocher, Sabina Baladzhaeva, José M Sarabia
{"title":"Exergaming System for Exercise-Based Cardiac Rehabilitation in Patients With Heart Failure: Development and Usability Assessment Study of a Device Prototype.","authors":"Carles Blasco-Peris, Juan Pedro Alcolea Garrido, Barbara Seguí, Rocio Zaragoza, Vicente Climent-Paya, Laura Fuertes-Kenneally, Agustín Manresa-Rocamora, Ana Sanz-Rocher, Sabina Baladzhaeva, José M Sarabia","doi":"10.2196/71385","DOIUrl":null,"url":null,"abstract":"<p><strong>Background: </strong>Heart failure (HF) is a growing global health concern, and adherence to early cardiac rehabilitation (CR) remains suboptimal. Exergaming is a promising alternative to conventional exercise programs for patients with HF. However, existing research has limitations, and the integration of exergaming into clinical practice remains challenging. Most notably, current studies often rely on commercially available systems that are not tailored to needs specific to patients with HF, lack long-term adherence strategies, and have limited evaluation in the initial phases of cardiac rehabilitation.</p><p><strong>Objective: </strong>This study aimed to design, develop, and assess the usability of a novel exergaming prototype (ie, HEFMOB), integrating immersive virtual reality (VR), real-time biometric monitoring, and autonomous session management to support early-phase, exercise-based CR in patients with HF.</p><p><strong>Methods: </strong>A multidisciplinary team developed HEFMOB through iterative prototyping. The final system included a pedal-based VR cycling game and an upper-limb mobilization minigame, with real-time monitoring of heart rate, blood pressure, and peripheral capillary oxygen saturation. Usability was assessed in two phases: (1) an expert evaluation and refinement phase and (2) a single-session usability phase involving 10 patients with HF (4 female). The sessions were recorded and individually evaluated by 2 researchers using the Serious Game Usability Evaluator tool. After each session, the participants completed the System Usability Scale (SUS) and a subscale of Intrinsic Motivation Inventory (IMI) to rate the usability of the exergaming prototype and enjoyment, respectively. Descriptive statistics were reported.</p><p><strong>Results: </strong>The participants had a mean age of 64.8 (SD 8.4) years, BMI of 26.7 (SD 4.6) kg/m2, and left ventricular ejection fraction of 40.5% (SD 7.4%). All participants completed the session without adverse events. The SUS score averaged 71.5, SD 17.8 (indicating good usability) and IMI scores indicated very high enjoyment (mean 25.1, SD 3.5). A total of 136 gameplay-related events were recorded: negative (n=76, mostly confusion), neutral (n=49), and positive (n=11). Interface-related issues (n=61) were most common, followed by design (n=52) and hardware (n=23).</p><p><strong>Conclusions: </strong>HEFMOB appears to be a promising, engaging, and well-tolerated tool for delivering tailored exergaming interventions in patients with HF. High usability and enjoyment ratings support its acceptability, while structured user experience analysis provided valuable insights for system refinement. This study marks a critical step toward integrating personalized, gamified exercise in inpatient settings, especially where early mobilization is lacking. Building on these findings, future research will assess long-term usability and clinical impact through a multicenter randomized controlled trial.</p>","PeriodicalId":14795,"journal":{"name":"JMIR Serious Games","volume":"13 ","pages":"e71385"},"PeriodicalIF":3.8000,"publicationDate":"2025-07-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"JMIR Serious Games","FirstCategoryId":"3","ListUrlMain":"https://doi.org/10.2196/71385","RegionNum":2,"RegionCategory":"医学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q1","JCRName":"HEALTH CARE SCIENCES & SERVICES","Score":null,"Total":0}
引用次数: 0

Abstract

Background: Heart failure (HF) is a growing global health concern, and adherence to early cardiac rehabilitation (CR) remains suboptimal. Exergaming is a promising alternative to conventional exercise programs for patients with HF. However, existing research has limitations, and the integration of exergaming into clinical practice remains challenging. Most notably, current studies often rely on commercially available systems that are not tailored to needs specific to patients with HF, lack long-term adherence strategies, and have limited evaluation in the initial phases of cardiac rehabilitation.

Objective: This study aimed to design, develop, and assess the usability of a novel exergaming prototype (ie, HEFMOB), integrating immersive virtual reality (VR), real-time biometric monitoring, and autonomous session management to support early-phase, exercise-based CR in patients with HF.

Methods: A multidisciplinary team developed HEFMOB through iterative prototyping. The final system included a pedal-based VR cycling game and an upper-limb mobilization minigame, with real-time monitoring of heart rate, blood pressure, and peripheral capillary oxygen saturation. Usability was assessed in two phases: (1) an expert evaluation and refinement phase and (2) a single-session usability phase involving 10 patients with HF (4 female). The sessions were recorded and individually evaluated by 2 researchers using the Serious Game Usability Evaluator tool. After each session, the participants completed the System Usability Scale (SUS) and a subscale of Intrinsic Motivation Inventory (IMI) to rate the usability of the exergaming prototype and enjoyment, respectively. Descriptive statistics were reported.

Results: The participants had a mean age of 64.8 (SD 8.4) years, BMI of 26.7 (SD 4.6) kg/m2, and left ventricular ejection fraction of 40.5% (SD 7.4%). All participants completed the session without adverse events. The SUS score averaged 71.5, SD 17.8 (indicating good usability) and IMI scores indicated very high enjoyment (mean 25.1, SD 3.5). A total of 136 gameplay-related events were recorded: negative (n=76, mostly confusion), neutral (n=49), and positive (n=11). Interface-related issues (n=61) were most common, followed by design (n=52) and hardware (n=23).

Conclusions: HEFMOB appears to be a promising, engaging, and well-tolerated tool for delivering tailored exergaming interventions in patients with HF. High usability and enjoyment ratings support its acceptability, while structured user experience analysis provided valuable insights for system refinement. This study marks a critical step toward integrating personalized, gamified exercise in inpatient settings, especially where early mobilization is lacking. Building on these findings, future research will assess long-term usability and clinical impact through a multicenter randomized controlled trial.

心力衰竭患者基于运动的心脏康复锻炼系统:设备原型的开发和可用性评估研究。
背景:心力衰竭(HF)是一个日益严重的全球健康问题,坚持早期心脏康复(CR)仍然是不理想的。对于心衰患者来说,运动是一种很有希望的替代传统运动计划的方法。然而,现有的研究存在局限性,并且将锻炼融入临床实践仍然具有挑战性。最值得注意的是,目前的研究通常依赖于商业上可获得的系统,这些系统不是针对心力衰竭患者的特定需求量身定制的,缺乏长期依从性策略,并且在心脏康复的初始阶段评估有限。目的:本研究旨在设计、开发和评估一种新型运动游戏原型(即HEFMOB)的可用性,该原型集成了沉浸式虚拟现实(VR)、实时生物识别监测和自主会话管理,以支持心衰患者早期基于运动的CR。方法:多学科团队通过迭代原型开发HEFMOB。最终的系统包括一个基于踏板的VR骑行游戏和一个上肢活动小游戏,并实时监测心率、血压和外周毛细血管血氧饱和度。可用性评估分为两个阶段:(1)专家评估和细化阶段;(2)10例HF患者(4例女性)的单次可用性阶段。2名研究人员使用Serious Game Usability Evaluator工具记录和单独评估这些会话。每个环节结束后,参与者分别完成系统可用性量表(SUS)和内在动机量表(IMI)的子量表,对游戏原型的可用性和乐趣进行评分。进行描述性统计。结果:参与者的平均年龄为64.8 (SD 8.4)岁,BMI为26.7 (SD 4.6) kg/m2,左室射血分数为40.5% (SD 7.4%)。所有参与者均无不良事件发生。SUS得分平均为71.5,SD 17.8(表明可用性良好),IMI得分表明非常高的享受(平均值25.1, SD 3.5)。总共记录了136个与游戏玩法相关的事件:消极的(n=76,主要是困惑),中性的(n=49)和积极的(n=11)。与界面相关的问题(n=61)最为常见,其次是设计(n=52)和硬件(n=23)。结论:HEFMOB似乎是一种有前途的、有吸引力的、耐受性良好的工具,可为心衰患者提供量身定制的运动干预措施。高可用性和享受评级支持其可接受性,而结构化的用户体验分析为系统改进提供了有价值的见解。这项研究标志着在住院患者环境中整合个性化、游戏化锻炼的关键一步,特别是在缺乏早期动员的情况下。在这些发现的基础上,未来的研究将通过多中心随机对照试验评估长期可用性和临床影响。
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
JMIR Serious Games
JMIR Serious Games Medicine-Rehabilitation
CiteScore
7.30
自引率
10.00%
发文量
91
审稿时长
12 weeks
期刊介绍: JMIR Serious Games (JSG, ISSN 2291-9279) is a sister journal of the Journal of Medical Internet Research (JMIR), one of the most cited journals in health informatics (Impact Factor 2016: 5.175). JSG has a projected impact factor (2016) of 3.32. JSG is a multidisciplinary journal devoted to computer/web/mobile applications that incorporate elements of gaming to solve serious problems such as health education/promotion, teaching and education, or social change.The journal also considers commentary and research in the fields of video games violence and video games addiction.
×
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:604180095
Book学术官方微信