Virtual reality gaming in rehabilitation after musculoskeletal injur: user experience pilot study

Detalhes bibliográficos
Autor(a) principal: Gouveia, Élvio Rúbio
Data de Publicação: 2023
Outros Autores: Campos, Pedro, França, Cristiano S., Rodrigues, Louis M., Martins, Francisco, França, Cíntia, Gonçalves, Frederica, Teixeira, Fernando, Ihle, Andreas, Gouveia, Bruna R.
Tipo de documento: Artigo
Idioma: eng
Título da fonte: Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
Texto Completo: http://hdl.handle.net/10400.13/5044
Resumo: The purposes of this study were twofold: (1) to describe a new technological solution for the rehabilitation of musculoskeletal injuries based on virtual reality (VR) gaming, and (2) to analyze the variation in rated perceived exertion (RPE) and heart rate (HR) of the participants when undergoing a rehabilitation session based on different VR games. Thirty-seven participants aged 23.7 ± 7.0 years tested during five customized VR games to provide a complete rehabilitation session after a musculoskeletal injury. The results of the Friedman test indicated a statistically significant difference in RPE scale and HR across the five VR games throughout a complete rehabilitation session (χ2 (4, n = 35) = 75.59; p < 0.001 and χ2 (4, n = 35) = 27.75, p < 0.001, respectively). RPE and HR increased significantly from Game 1 to Game 2 (z = –5.16, p < 0.001), from Game 1 to Game 3 (z = – 5.05, p < 0.001), from Game 1 to Game 4 (z = –4.87, p < 0.001), and from Game 1 to Game 5 (z = –3.61, p < 0.001). Moreover, the results showed a high perceived usability of the system, greater intrinsic motivation to perform the rehabilitation exercises, a high level of immersion, and a good experience in the VR gaming environment. Our study stimulates extended intervention programs following up on this immersive virtual reality rehabilitation system to support soccer players recovering from musculoskeletal injuries.
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spelling Virtual reality gaming in rehabilitation after musculoskeletal injur: user experience pilot studySoccerHeart rateRate of perceived exertionGames.Faculdade de Ciências SociaisFaculdade de Ciências Exatas e da EngenhariaThe purposes of this study were twofold: (1) to describe a new technological solution for the rehabilitation of musculoskeletal injuries based on virtual reality (VR) gaming, and (2) to analyze the variation in rated perceived exertion (RPE) and heart rate (HR) of the participants when undergoing a rehabilitation session based on different VR games. Thirty-seven participants aged 23.7 ± 7.0 years tested during five customized VR games to provide a complete rehabilitation session after a musculoskeletal injury. The results of the Friedman test indicated a statistically significant difference in RPE scale and HR across the five VR games throughout a complete rehabilitation session (χ2 (4, n = 35) = 75.59; p < 0.001 and χ2 (4, n = 35) = 27.75, p < 0.001, respectively). RPE and HR increased significantly from Game 1 to Game 2 (z = –5.16, p < 0.001), from Game 1 to Game 3 (z = – 5.05, p < 0.001), from Game 1 to Game 4 (z = –4.87, p < 0.001), and from Game 1 to Game 5 (z = –3.61, p < 0.001). Moreover, the results showed a high perceived usability of the system, greater intrinsic motivation to perform the rehabilitation exercises, a high level of immersion, and a good experience in the VR gaming environment. Our study stimulates extended intervention programs following up on this immersive virtual reality rehabilitation system to support soccer players recovering from musculoskeletal injuries.MDPIDigitUMaGouveia, Élvio RúbioCampos, PedroFrança, Cristiano S.Rodrigues, Louis M.Martins, FranciscoFrança, CíntiaGonçalves, FredericaTeixeira, FernandoIhle, AndreasGouveia, Bruna R.2023-02-16T11:59:49Z20232023-01-01T00:00:00Zinfo:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/articleapplication/pdfhttp://hdl.handle.net/10400.13/5044engGouveia, É.R.; Campos, P.; França, C.S.; Rodrigues, L.M.; Martins, F.; França, C.; Gonçalves, F.; Teixeira, F.; Ihle, A.; Gouveia, B.R. Virtual reality gaming in rehabilitation after musculoskeletal injur: user experience pilot study. Appl. Sci. 2023, 13, 2523. https://doi.org/10.3390/app1304252310.3390/app13042523info:eu-repo/semantics/openAccessreponame:Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)instname:Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãoinstacron:RCAAP2024-02-11T04:56:33Zoai:digituma.uma.pt:10400.13/5044Portal AgregadorONGhttps://www.rcaap.pt/oai/openaireopendoar:71602024-03-19T16:46:59.264380Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) - Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãofalse
dc.title.none.fl_str_mv Virtual reality gaming in rehabilitation after musculoskeletal injur: user experience pilot study
title Virtual reality gaming in rehabilitation after musculoskeletal injur: user experience pilot study
spellingShingle Virtual reality gaming in rehabilitation after musculoskeletal injur: user experience pilot study
Gouveia, Élvio Rúbio
Soccer
Heart rate
Rate of perceived exertion
Games
.
Faculdade de Ciências Sociais
Faculdade de Ciências Exatas e da Engenharia
title_short Virtual reality gaming in rehabilitation after musculoskeletal injur: user experience pilot study
title_full Virtual reality gaming in rehabilitation after musculoskeletal injur: user experience pilot study
title_fullStr Virtual reality gaming in rehabilitation after musculoskeletal injur: user experience pilot study
title_full_unstemmed Virtual reality gaming in rehabilitation after musculoskeletal injur: user experience pilot study
title_sort Virtual reality gaming in rehabilitation after musculoskeletal injur: user experience pilot study
author Gouveia, Élvio Rúbio
author_facet Gouveia, Élvio Rúbio
Campos, Pedro
França, Cristiano S.
Rodrigues, Louis M.
Martins, Francisco
França, Cíntia
Gonçalves, Frederica
Teixeira, Fernando
Ihle, Andreas
Gouveia, Bruna R.
author_role author
author2 Campos, Pedro
França, Cristiano S.
Rodrigues, Louis M.
Martins, Francisco
França, Cíntia
Gonçalves, Frederica
Teixeira, Fernando
Ihle, Andreas
Gouveia, Bruna R.
author2_role author
author
author
author
author
author
author
author
author
dc.contributor.none.fl_str_mv DigitUMa
dc.contributor.author.fl_str_mv Gouveia, Élvio Rúbio
Campos, Pedro
França, Cristiano S.
Rodrigues, Louis M.
Martins, Francisco
França, Cíntia
Gonçalves, Frederica
Teixeira, Fernando
Ihle, Andreas
Gouveia, Bruna R.
dc.subject.por.fl_str_mv Soccer
Heart rate
Rate of perceived exertion
Games
.
Faculdade de Ciências Sociais
Faculdade de Ciências Exatas e da Engenharia
topic Soccer
Heart rate
Rate of perceived exertion
Games
.
Faculdade de Ciências Sociais
Faculdade de Ciências Exatas e da Engenharia
description The purposes of this study were twofold: (1) to describe a new technological solution for the rehabilitation of musculoskeletal injuries based on virtual reality (VR) gaming, and (2) to analyze the variation in rated perceived exertion (RPE) and heart rate (HR) of the participants when undergoing a rehabilitation session based on different VR games. Thirty-seven participants aged 23.7 ± 7.0 years tested during five customized VR games to provide a complete rehabilitation session after a musculoskeletal injury. The results of the Friedman test indicated a statistically significant difference in RPE scale and HR across the five VR games throughout a complete rehabilitation session (χ2 (4, n = 35) = 75.59; p < 0.001 and χ2 (4, n = 35) = 27.75, p < 0.001, respectively). RPE and HR increased significantly from Game 1 to Game 2 (z = –5.16, p < 0.001), from Game 1 to Game 3 (z = – 5.05, p < 0.001), from Game 1 to Game 4 (z = –4.87, p < 0.001), and from Game 1 to Game 5 (z = –3.61, p < 0.001). Moreover, the results showed a high perceived usability of the system, greater intrinsic motivation to perform the rehabilitation exercises, a high level of immersion, and a good experience in the VR gaming environment. Our study stimulates extended intervention programs following up on this immersive virtual reality rehabilitation system to support soccer players recovering from musculoskeletal injuries.
publishDate 2023
dc.date.none.fl_str_mv 2023-02-16T11:59:49Z
2023
2023-01-01T00:00:00Z
dc.type.status.fl_str_mv info:eu-repo/semantics/publishedVersion
dc.type.driver.fl_str_mv info:eu-repo/semantics/article
format article
status_str publishedVersion
dc.identifier.uri.fl_str_mv http://hdl.handle.net/10400.13/5044
url http://hdl.handle.net/10400.13/5044
dc.language.iso.fl_str_mv eng
language eng
dc.relation.none.fl_str_mv Gouveia, É.R.; Campos, P.; França, C.S.; Rodrigues, L.M.; Martins, F.; França, C.; Gonçalves, F.; Teixeira, F.; Ihle, A.; Gouveia, B.R. Virtual reality gaming in rehabilitation after musculoskeletal injur: user experience pilot study. Appl. Sci. 2023, 13, 2523. https://doi.org/10.3390/app13042523
10.3390/app13042523
dc.rights.driver.fl_str_mv info:eu-repo/semantics/openAccess
eu_rights_str_mv openAccess
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dc.publisher.none.fl_str_mv MDPI
publisher.none.fl_str_mv MDPI
dc.source.none.fl_str_mv reponame:Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
instname:Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informação
instacron:RCAAP
instname_str Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informação
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