2022
DOI: 10.1007/s10055-022-00721-8
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A social VR-based collaborative exergame for rehabilitation: codesign, development and user study

Abstract: Immersive virtual reality (VR)-based exercise video games (exergames) are increasingly being employed as a supportive intervention in rehabilitation programs to promote engagement in physical activity, especially for elderly users. A multifaceted and iterative codesign process is essential to develop sustainable exergaming solutions. The social aspect is considered one of the key motivating factors in exergames; however, research on the social aspect of VR exergames has been limited. Previous studies have reli… Show more

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Cited by 27 publications
(7 citation statements)
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“…While the Oculus Quest is recognized for its convenience, versatility, and affordability, the HTC Vive is lauded for its power, immersion, and customization capabilities. Notably, many scholars have used the Oculus Quest in several studies focusing on shoulder, hand, balance, and arm motor rehabilitation [ 75 , 76 , 77 ].…”
Section: Discussionmentioning
confidence: 99%
“…While the Oculus Quest is recognized for its convenience, versatility, and affordability, the HTC Vive is lauded for its power, immersion, and customization capabilities. Notably, many scholars have used the Oculus Quest in several studies focusing on shoulder, hand, balance, and arm motor rehabilitation [ 75 , 76 , 77 ].…”
Section: Discussionmentioning
confidence: 99%
“…We only considered studies where participants actively played at least one version of the exergame and provided feedback. For example, we would complete the form separately for a multi-session HCD process and a subsequent independent user study of the final prototype (e.g., [221]). In contrast, we excluded purely exploratory gameplay sessions of arbitrary VR games (i.e., not exergames) or domain expert interviews preceding the actual implementation phase (e.g., contextual inquiry [112]).…”
Section: Data Extractionmentioning
confidence: 99%
“…Seventy-six games did not necessarily require any additional hardware to be played (e.g., [161,221,276]). In contrast, haptic props (𝑛=20) were used by some exergames.…”
Section: Dimension V: Technologiesmentioning
confidence: 99%
“…Online games can overcome social barriers for people with disabilities, while also allowing people with mobility limitations to engage and compete in gamified activities that may be otherwise physically inaccessible [283][284][285]. More recently, clinicians and researchers have also started to explore how gamification of rehabilitation and exercise can be delivered using VR technologies [286][287][288]. Strategies that guide individuals through movements using gamified rehabilitation and exercise activities performed in immersive VR environments offer an approach that provides all of the benefits of gamification in addition to the enhanced user experience and psychophysiological stimuli generated by VR.…”
Section: Gamingmentioning
confidence: 99%