Virtual reality gaming in rehabilitation after musculoskeletal injur: user experience pilot study
Autor(a) principal: | |
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Data de Publicação: | 2023 |
Outros Autores: | , , , , , , , , |
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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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 |
dc.format.none.fl_str_mv |
application/pdf |
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 |
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Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informação |
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RCAAP |
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RCAAP |
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Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) |
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Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) |
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Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) - Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informação |
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