| Literature DB >> 35044320 |
John Muñoz1, Samira Mehrabi2, Yirou Li1, Aysha Basharat2, Laura E Middleton2, Shi Cao1, Michael Barnett-Cowan2, Jennifer Boger1.
Abstract
BACKGROUND: Advancements in supporting personalized health care and well-being using virtual reality (VR) have created opportunities to use immersive games to support a healthy lifestyle for persons living with dementia and mild cognitive impairment (MCI). Collaboratively designing exercise video games (exergames) as a multistakeholder team is fundamental to creating games that are attractive, effective, and accessible.Entities:
Keywords: COVID-19; VR; co-development; dementia; design; elderly; exercise; exergames; gaming; head mounted displays; older adults; participatory design; persons living with dementia; physical activity; user-centered; virtual reality
Year: 2022 PMID: 35044320 PMCID: PMC8772876 DOI: 10.2196/29987
Source DB: PubMed Journal: JMIR Serious Games Impact factor: 4.143
SWOTa analysis of VRb exergames previously developed and piloted [67].
| Strengths | Weaknesses | Opportunities | Threats |
|
Demonstrated feasibility of using HMD-VRc in persons living with dementia Successfully scaffolded a human-centered design process with persons living with dementia Included 3 activities placed in different scenarios (diversity) Simplified interaction (guided through voice instructions) Included a calibration process for range of motion |
Hard to replicate due to hardware and software limitations Discomfort of sweating while using HMDs More suitable for stretching than conditioning exercises Limited visual aesthetics Interactivity errors that can lead to frustration Can get monotonous if used too frequently Data logging system can be difficult to interpret |
Use less cumbersome VR system (eg, standalone rather than desktop) Include engaging game mechanics and integrate gamified activities Simplify and improve data logging Facilitate system calibration Explore metrics to track physical and cognitive performance Include full-body interaction |
Difficulty in technology uptake due to system’s complexity and cost Content and platform sustainability Design and development time longer than time for student MASc degree Potential motion sickness for some people Users with hearing or visual impairments might not be able to engage fully in content |
aSWOT: strengths, weaknesses, opportunities, and threats.
bVR: virtual reality.
cHMD-VR: head-mounted displayed-virtual reality.
Figure 1Components of the triadic interaction between the research team, industry partners, and LTC homes. LTC: long-term care; MCI: mild cognitive impairment; PLWD: person living with dementia/MCI; R&D: research and development; VR: virtual reality.
List of movements to be included in the VRa exergames for persons living with dementia/MCIb.
| Targeted joint/limb | Desired movement(s) | Application for persons living with dementia/MCI |
| Cervical |
Neck flexion and extension (bending the head forward and backward) Neck rotation (turning the head to the left and right) |
ROMc Flexibility/Mobility ADLd |
| Shoulder |
Shoulder flexion (frontal arm raise) Shoulder abduction and adduction (side arm reach) Shoulder rotation (360° circumduction) Overhead arm stretch |
ROM Flexibility/mobility Endurance ADL |
| Elbow/Wrist |
Elbow flexion and extension (biceps curls) Elbow supination and pronation (outward and inward rotation of the forearm) Wrist flexion and extension (tilting toward the palm and tilting toward the back of the hand) |
ROM Flexibility/mobility Endurance ADL |
| Trunk |
Trunk flexion and extension (bending forward and backward) Lateral flexion (side bending) Trunk rotation |
ROM Flexibility/mobility Weight shifting and postural balance (seated) Core strength ADL |
aVR: virtual reality.
bMCI: mild cognitive impairment.
cROM: range of motion.
dADLs: activities of daily living.
Figure 2One-page level design of the Exerfarm Valley concept. (A) Four-level design sketch representing the activities and main game levels envisioned (including Seas the Day). (B) Seas the Day level design discussed with the development team of the virtual reality company specifying the spatial characteristic of the elements in the virtual environment.
Figure 3Brainstorming sessions. (A) Introductory session carried out involving multiple stakeholders of the project. (B) Exploratory sessions carried out with exercise therapists to introduce the head-mounted displayed-virtual reality technology and collect ideas about game mechanics.
Playtesting sessions.
| Playtesting name | Objectives | Participants | Methods | Main insights |
|
| Rowing and desired visual elements (number of sessions: 2) |
Rowing forward Rowing backward Rowing turning (left, right) Desired visual elements Motion sickness and comfort |
7 persons living with dementia 5 exercise therapists (from LTCa facilities) |
20 minutes interaction Individual, semistructured Overseen by exercise therapists Debrief with the therapists at the end of the session. |
All players learned easily how to row in VRb using the prototype Rowing backward/forward and turning left/right were intuitive for most participants When asked about desired visual elements, end users preferred animals (eg, fishes and birds), nature and landscape (eg, sunset, mountains), and other boats and more people. One player could not complete the test because the headset was uncomfortable. Therapists mentioned the importance of adding cues or elements to guide the navigation. |
|
| COVID-19 outbreak | |||||
| Rowing improvements and game level design (number of sessions: 1) | Rowing and navigation around the level designed ( Oars aspect and positioning Game objects and water effects | 4 community exercise providers with experience in dementia care (who were not working in LTC) |
1-hour discussion Online (through Zoom) Semistructured focus group |
Add configurable menu to define (1) session duration, (2) player’s position calibration to facilitate rowing. Add configurable menu to define (1) session duration, (2) player’s position calibration to facilitate rowing. Modify world physics to have more natural tree shaking and water waving effects. Adding cues to guide participants (eg, signs, audio clips). |
|
| Conditioning and cool-down stages, rowing and fishing integration (number of sessions: 3) |
Rowing and fishing cohesion Dolphin as exercise intensity modulator Player’s responses and behaviors Game aesthetic, story Narrative to aid engagement | Research team (without LTC exercise therapists) |
1-hour discussion online (through Zoom) |
Add strategies to avoid getting stuck while rowing. Better define the virtual world limits by adding buoys regarding the dolphin: (1) sounds should be added to facilitate prompting, (2) dolphin’s behavior should help in meeting exercise intensities in conditioning. Variables such as attention paid to the animals in the scenario as well as the response of players to haptic stimulus can be used to quantify reaction time. Consider movement limitations when fishing to avoid persons living with dementia from getting frustrated. |
|
aLTC: long-term care.
bVR: virtual reality.
Figure 4Seas the day screenshots showing the game levels of Tai Chi (warm up, left), rowing (conditioning, middle), and fishing (cool-down, right).