Literature DB >> 33573684

Immersive virtual reality health games: a narrative review of game design.

Gordon Tao1, Bernie Garrett2, Tarnia Taverner2, Elliott Cordingley3, Crystal Sun2.   

Abstract

BACKGROUND: High quality head-mounted display based virtual reality (HMD-VR) has become widely available, spurring greater development of HMD-VR health games. As a behavior change approach, these applications use HMD-VR and game-based formats to support long-term engagement with therapeutic interventions. While the bulk of research to date has primarily focused on the therapeutic efficacy of particular HMD-VR health games, how developers and researchers incorporate best-practices in game design to achieve engaging experiences remains underexplored. This paper presents the findings of a narrative review exploring the trends and future directions of game design for HMD-VR health games.
METHODS: We searched the literature on the intersection between HMD-VR, games, and health in databases including MEDLINE, Embase, CINAHL, PsycINFO, and Compendex. We identified articles describing HMD-VR games designed specifically as health applications from 2015 onwards in English. HMD-VR health games were charted and tabulated according to technology, health context, outcomes, and user engagement in game design.
FINDINGS: We identified 29 HMD-VR health games from 2015 to 2020, with the majority addressing health contexts related to physical exercise, motor rehabilitation, and pain. These games typically involved obstacle-based challenges and extrinsic reward systems to engage clients in interventions related to physical functioning and pain. Less common were games emphasizing narrative experiences and non-physical exercise interventions. However, discourse regarding game design was diverse and often lacked sufficient detail. Game experience was evaluated using primarily ad-hoc questionnaires. User engagement in the development of HMD-VR health games primarily manifested as user studies.
CONCLUSION: HMD-VR health games are promising tools for engaging clients in highly immersive experiences designed to address diverse health contexts. However, more in-depth and structured attention to how HMD-VR health games are designed as game experiences is needed. Future development of HMD-VR health games may also benefit from greater involvement of end-users in participatory approaches.

Entities:  

Keywords:  Exergame; HMD; Head mounted display; Health game; Rehabilitation games; Virtual reality

Mesh:

Year:  2021        PMID: 33573684      PMCID: PMC7879508          DOI: 10.1186/s12984-020-00801-3

Source DB:  PubMed          Journal:  J Neuroeng Rehabil        ISSN: 1743-0003            Impact factor:   4.262


  56 in total

Review 1.  Virtual Reality in Health System: Beyond Entertainment. A Mini-Review on the Efficacy of VR During Cancer Treatment.

Authors:  Andrea Chirico; Fabio Lucidi; Michele De Laurentiis; Carla Milanese; Alessandro Napoli; Antonio Giordano
Journal:  J Cell Physiol       Date:  2016-02       Impact factor: 6.384

Review 2.  Exercise and rehabilitation delivered through exergames in older adults: An integrative review of technologies, safety and efficacy.

Authors:  Nina Skjæret; Ather Nawaz; Tobias Morat; Daniel Schoene; Jorunn Lægdheim Helbostad; Beatrix Vereijken
Journal:  Int J Med Inform       Date:  2015-10-28       Impact factor: 4.046

3.  A Smartphone-based gaming system for vestibular rehabilitation: A usability study.

Authors:  Aravind Nehrujee; Lenny Vasanthan; Anjali Lepcha; Sivakumar Balasubramanian
Journal:  J Vestib Res       Date:  2019       Impact factor: 2.435

4.  Virtual reality in the treatment of spider phobia: a controlled study.

Authors:  A Garcia-Palacios; H Hoffman; A Carlin; T A Furness; C Botella
Journal:  Behav Res Ther       Date:  2002-09

5.  Effectiveness of a virtual reality intervention to minimize pediatric stress and pain intensity during venipuncture.

Authors:  Joanna Piskorz; Marcin Czub
Journal:  J Spec Pediatr Nurs       Date:  2017-11-20       Impact factor: 1.260

Review 6.  A rapid evidence assessment of immersive virtual reality as an adjunct therapy in acute pain management in clinical practice.

Authors:  Bernie Garrett; Tarnia Taverner; Wendy Masinde; Diane Gromala; Chris Shaw; Michael Negraeff
Journal:  Clin J Pain       Date:  2014-12       Impact factor: 3.442

7.  Effects of Visual Display on Joint Excursions Used to Play Virtual Dodgeball.

Authors:  James S Thomas; Christopher R France; Megan E Applegate; Samuel T Leitkam; Peter E Pidcoe; Stevan Walkowski
Journal:  JMIR Serious Games       Date:  2016-09-15       Impact factor: 4.143

Review 8.  Head-Mounted Virtual Reality and Mental Health: Critical Review of Current Research.

Authors:  Shaun W Jerdan; Mark Grindle; Hugo C van Woerden; Maged N Kamel Boulos
Journal:  JMIR Serious Games       Date:  2018-07-06       Impact factor: 4.143

9.  Safety and Feasibility of a First-Person View, Full-Body Interaction Game for Telerehabilitation Post-Stroke.

Authors:  Rachel Proffitt; Jessica Warren; Belinda Lange; Chien-Yen Chang
Journal:  Int J Telerehabil       Date:  2018-08-03

10.  Effect of Specific Over Nonspecific VR-Based Rehabilitation on Poststroke Motor Recovery: A Systematic Meta-analysis.

Authors:  Martina Maier; Belén Rubio Ballester; Armin Duff; Esther Duarte Oller; Paul F M J Verschure
Journal:  Neurorehabil Neural Repair       Date:  2019-01-30       Impact factor: 3.919

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  4 in total

1.  Cardiac Rehabilitation Early after Sternotomy Using New Assistive VR-Enhanced Robotic Exoskeleton-Study Protocol for a Randomised Controlled Trial.

Authors:  Mihaela Mocan; Sonia Irina Vlaicu; Anca Daniela Farcaș; Horea Feier; Simona Dragan; Bogdan Mocan
Journal:  Int J Environ Res Public Health       Date:  2021-11-13       Impact factor: 3.390

2.  Mobile-Health based physical activities co-production policies towards cardiovascular diseases prevention: findings from a mixed-method systematic review.

Authors:  Gabriele Palozzi; Gianluca Antonucci
Journal:  BMC Health Serv Res       Date:  2022-03-01       Impact factor: 2.655

3.  Active Virtual Reality for Chronic Primary Pain: Mixed Methods Randomized Pilot Study.

Authors:  Natalie Tuck; Catherine Pollard; Clinton Good; Caitlin Williams; Gwyn Lewis; Murray Hames; Tipu Aamir; Debbie Bean
Journal:  JMIR Form Res       Date:  2022-07-13

4.  Virtual Reality for Shoulder Rehabilitation: Accuracy Evaluation of Oculus Quest 2.

Authors:  Arianna Carnevale; Ilaria Mannocchi; Mohamed Saifeddine Hadj Sassi; Marco Carli; Giovanna De Luca; Umile Giuseppe Longo; Vincenzo Denaro; Emiliano Schena
Journal:  Sensors (Basel)       Date:  2022-07-23       Impact factor: 3.847

  4 in total

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