Balance Wood, a Bilateral Ankle-Controlled Serious Game for Healthy Adults: 2-Stage Cross-Sectional Development and Usability Study.

IF 4.7 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES
JMIR Serious Games Pub Date : 2026-09-25 DOI:10.2196/96617
Yuqi Zhang, Junichi Yamamoto, Tianyi Han, Qingwei Song, Keiko Kasamatsu, Naoyuki Kubota
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引用次数: 0

Abstract

Background: Ankle mobility and control contribute to balance and everyday movement throughout adulthood, yet are usually assessed through repetitive, abstract tasks that reveal little about movement production. Serious games can make repeated tasks engaging, but most report only end point scores rather than continuous gameplay signals, and few establish system usability. Developing and evaluating such a system in healthy adults is a necessary first step.

Objective: This study aimed to develop Balance Wood, a bilateral ankle-controlled serious game in which seated players tilt a device through ankle flexion-extension to control on-screen play, to describe the system and the signals it records, and to evaluate its usability, safety, and user experience in healthy adults.

Methods: In this two-stage cross-sectional development and usability study, healthy adults without lower-limb injury or balance-affecting neurological or vestibular disorders completed single-session repeated-measures procedures. In stage 1, a total of 40 adults-20 older (mean age 73.0, SD 5.9 y; 10 women) and 20 younger (mean age 28.1, SD 3.2 y; 4 women) adults-completed 3 fixed-order difficulty levels in 1 session (exploratory signal analysis). In stage 2, a total of 18 younger adults (mean age 24.6, SD 3.9 y; 5 women) completed the levels in counterbalanced order. Usability was assessed with the System Usability Scale (0-100); use impressions and consciously used body parts with Likert and open-ended items; and device tilt-angle accuracy against a digital goniometer.

Results: The mean System Usability Scale score was 81.5 (SD 11.2; 95% CI 76.0-87.1; Cronbach α=.74), above the benchmark of 68, indicating good perceived usability. Mean ratings were 2.11 (SD 1.32) for safety concern (95% CI 1.45-2.77) and 1.67 (SD 1.03) for pain (95% CI 1.15-2.18). Ankle use was highest at 4.94 (SD 0.24), exceeding knee 2.50 (SD 1.29), hip 2.00 (SD 1.24), and trunk 2.17 (SD 1.15) by Wilcoxon signed-rank tests (P<.001). Device readings agreed closely with the goniometer, with a mean absolute error of 0.66°, an intraclass correlation coefficient of 0.999, and 95% limits of agreement of -0.68 to 1.70°. In stage 1, all measures were computable for the 40 participants, with typical amplitudes of 20.5° to 27.2° and stable speed in both groups. In stage 2, repeated-measures analyses (α=.05) did not detect statistically significant differences across difficulty conditions or presentation positions (all P>.13).

Conclusions: In healthy adults, Balance Wood was usable, well-accepted, low-risk, and provided accurate device-level tilt measurement with predominantly ankle-based control while continuously recording gameplay signals. It is a low-cost, bilateral, ankle-specific control interface with continuous signal capture into 1 easy-to-use device. Its contribution is a reproducible, usability-tested platform with characterized device accuracy, and formally defined candidate measures awaiting validation. Once validated, it could support home- or community-based recording; in the near term, it is a research tool.

平衡木,一个健康成人双侧踝关节控制的严肃游戏:两阶段横断面开发和可用性研究。
背景:踝关节的活动和控制有助于整个成年期的平衡和日常活动,但通常通过重复的、抽象的任务来评估,这些任务对运动产生的影响很小。严肃游戏可以让重复的任务具有吸引力,但大多数游戏只报告终点分数,而不是持续的游戏玩法信号,而且很少有游戏具有系统可用性。在健康成人中开发和评估这种系统是必要的第一步。目的:本研究旨在开发Balance Wood,这是一种双侧踝关节控制的严肃游戏,坐着的玩家通过踝关节屈伸来倾斜设备来控制屏幕上的游戏,描述该系统及其记录的信号,并评估其可用性、安全性和健康成人的用户体验。方法:在这项两阶段的横断面发展和可用性研究中,没有下肢损伤或影响平衡的神经系统或前庭疾病的健康成年人完成了单次重复测量程序。在第一阶段,共有40名成年人——20名老年人(平均年龄73.0岁,SD 5.9 y, 10名女性)和20名年轻人(平均年龄28.1岁,SD 3.2 y, 4名女性)在一次会话中完成了3个固定顺序的难度等级(探索性信号分析)。在第二阶段,共有18名年轻人(平均年龄24.6岁,标准差3.9岁;5名女性)按平衡顺序完成了水平测试。可用性评估采用系统可用性量表(0-100);在李克特和开放式项目中使用印象和有意识地使用身体部位;和设备的倾斜角精度相对于数字测角仪。结果:系统可用性量表平均得分为81.5分(SD 11.2; 95% CI 76.0-87.1; Cronbach α= 0.74),高于基准68分,表明感知可用性良好。安全性评分为2.11 (SD 1.32) (95% CI 1.45-2.77),疼痛评分为1.67 (SD 1.03) (95% CI 1.15-2.18)。Wilcoxon sign -rank检验显示,踝关节的使用最高,为4.94 (SD 0.24),超过膝关节2.50 (SD 1.29)、髋关节2.00 (SD 1.24)和躯干2.17 (SD 1.15)。结论:在健康成人中,Balance Wood是可用的,被广泛接受的,低风险的,并且提供了精确的设备水平倾斜测量,主要是基于脚踝的控制,同时持续记录游戏信号。这是一个低成本,双边,脚踝特定的控制接口,连续信号捕获到一个易于使用的设备。它的贡献是一个可重复的、可用性测试的平台,具有特征的设备准确性,以及等待验证的正式定义的候选测量。一旦验证,它可以支持家庭或社区记录;在短期内,它是一个研究工具。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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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.
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