Influence of Demographic and Clinical Factors on Perceived Usability, Presence, Flow, Competence, Pleasant and Unpleasant Sensations, and Utility During Interaction with Virtual Reality Games for Motor and Cognitive Rehabilitation: An Observational Study in Patients with Stroke and Traumatic Brain Injury.

IF 2.8 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH
Ángela Méndez, María Dolores Navarro, Joan Ferri, Enrique Noé, Roberto Llorens
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Abstract

Objective: User experience plays a crucial role in the interaction with virtual reality systems, especially in rehabilitation games for patients with brain injuries, who often face cognitive and motor challenges. User experience influences factors such as acceptance, engagement, and, importantly, the effectiveness of the intervention, all of which are key to achieving optimal recovery outcomes. While previous studies have examined the experiences of neurological populations, they have often focused on a single construct and used instruments that include irrelevant or confounding items. The objective of this study was to assess the perceived usability, presence, flow, competence, pleasant and unpleasant sensations, and utility of non-immersive virtual reality-based rehabilitation games targeting motor and cognitive functions in patients with stroke and traumatic brain injury. Materials and Methods: Thirty adults with stroke or traumatic brain injury interacted with three non-immersive virtual reality games targeting motor and cognitive skills, and then completed standardized instruments assessing the above constructs. Results: The results revealed high usability, strong presence, and a positive flow experience. Participants also reported high levels of competence and pleasant sensations, with low levels of unpleasant sensations, indicating a generally favorable user experience. Utility was positively perceived. Analysis of demographic and clinical factors showed no significant impact of sex on most constructs, although women reported higher flow and enjoyment. Etiology, however, had a significant effect, with patients with traumatic brain injury reporting more positive experiences across all constructs compared to patients with stroke. Neither age nor time since injury significantly influenced the results. These findings highlight the importance of understanding specific user experience constructs and the influence of demographic and clinical factors in designing effective and engaging virtual reality rehabilitation games.

人口统计学和临床因素对虚拟现实游戏在运动和认知康复中的感知可用性、存在感、心流、能力、愉悦感和不愉悦感以及效用的影响:一项对中风和创伤性脑损伤患者的观察研究
目的:用户体验在与虚拟现实系统的交互中起着至关重要的作用,特别是在脑损伤患者的康复游戏中,他们经常面临认知和运动挑战。用户体验会影响诸如接受度、参与度以及干预的有效性等因素,所有这些都是实现最佳恢复结果的关键。虽然以前的研究已经检查了神经学人群的经验,但他们往往集中在一个单一的结构上,使用的工具包括不相关或混淆的项目。本研究的目的是评估非沉浸式虚拟现实康复游戏对中风和创伤性脑损伤患者运动和认知功能的感知可用性、存在感、流、能力、愉快和不愉快的感觉以及效用。材料与方法:30名中风或创伤性脑损伤的成年人参与了三个针对运动和认知技能的非沉浸式虚拟现实游戏,然后完成了评估上述结构的标准化工具。结果:结果显示了高可用性、强存在感和积极的心流体验。参与者还报告了高水平的能力和愉快的感觉,低水平的不愉快的感觉,表明总体上良好的用户体验。效用被积极地感知。人口统计学和临床因素分析显示,性别对大多数构造没有显著影响,尽管女性报告的流动和享受程度更高。然而,病因学有显著的影响,与中风患者相比,创伤性脑损伤患者在所有结构中报告了更多的积极体验。年龄和受伤后的时间对结果都没有显著影响。这些发现强调了理解特定用户体验结构以及人口统计学和临床因素对设计有效和引人入胜的虚拟现实康复游戏的影响的重要性。
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来源期刊
CiteScore
6.70
自引率
11.40%
发文量
56
期刊介绍: Games for Health Journal is the first peer-reviewed journal dedicated to advancing the impact of game research, technologies, and applications on human health and well-being. This ground-breaking publication delivers original research that directly impacts this emerging, widely-recognized, and increasingly adopted area of healthcare. Games are rapidly becoming an important tool for improving health behaviors ranging from healthy lifestyle habits and behavior modification, to self-management of illness and chronic conditions to motivating and supporting physical activity. Games are also increasingly used to train healthcare professionals in methods for diagnosis, medical procedures, patient monitoring, as well as for responding to epidemics and natural disasters. Games for Health Journal is a must for anyone interested in the research and design of health games that integrate well-tested, evidence-based behavioral health strategies to help improve health behaviors and to support the delivery of care. Games for Health Journal coverage includes: -Nutrition, weight management, obesity -Disease prevention, self-management, and adherence -Cognitive, mental, emotional, and behavioral health -Games in home-to-clinic telehealth systems
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