| Literature DB >> 35409674 |
Xiaochen Zhang1, Lanxin Hui1, Muge Li1, Jiajing Huang1, Chengyuan Chen1, Yunping Yang1, Fuchuan Song2, Fei Hu3, Ding-Bang Luh1.
Abstract
BACKGROUND: Youths with lower limb dysfunction display low levels of sports participation, which limits their growth and self-development, both physically and mentally. Recently, VR technology has proven its profound value in the psychological evaluation and treatment, rehabilitation, and immersive training of people in need. We have proposed, designed, and developed a VR rock-climbing game for youths with lower-limb dysfunction that allows them to engage in enjoyable and purposeful in-game tasks that simultaneously bring about intensive real-world exercise.Entities:
Keywords: flow; lower-limb disability; rehabilitation; rock-climbing; virtual reality sports
Mesh:
Year: 2022 PMID: 35409674 PMCID: PMC8997947 DOI: 10.3390/ijerph19073985
Source DB: PubMed Journal: Int J Environ Res Public Health ISSN: 1660-4601 Impact factor: 3.390
Figure 1The octagonal behavior analysis graph.
Figure 2Low polygon-styled semi-surreal Roman Arena scene.
Figure 3The climbing scene of the Leaning Tower of Pisa.
Figure 4Climbing paths of rocks, ladders, iron ball paths, ropes, and iron chains.
Figure 5Using the grip key of the HTC Vive handle as the climbing grip key.
Figure 6Experimental steps.
Statistics of the participants.
| Participants | Gender | Age | BMI | Task Clearance | Heart Rate before Game | Heart Rate after Game | Rock-Climb Experience (Yes/No) |
|---|---|---|---|---|---|---|---|
| 1 | male | 23 | 20.8 | 1-5 | 74 | 115 | no |
| 2 | male | 22 | 20.4 | 2-1 | 82 | 99 | no |
| 3 | male | 23 | 22.1 | 2-1 | 93 | 101 | no |
| 4 | female | 24 | 21.7 | 2-1 | 76 | 104 | no |
| 5 | female | 23 | 22.0 | 2-1 | 81 | 92 | no |
| 6 | male | 24 | 21.6 | 1-1 | 83 | 93 | no |
| 7 | male | 22 | 23.2 | 1-6 | 73 | 88 | yes |
| 8 | female | 23 | 21.5 | 1-2 | 88 | 98 | no |
| 9 | female | 24 | 20.8 | 1-5 | 85 | 99 | no |
| 10 | male | 23 | 21.4 | 2-3 | 70 | 83 | no |
| 11 | male | 21 | 20.3 | 2-1 | 81 | 104 | no |
| 12 | female | 22 | 21.1 | 1-1 | 76 | 96 | no |
| 13 | female | 22 | 22.9 | 2-3 | 75 | 89 | no |
| 14 | male | 23 | 20.7 | 2-1 | 74 | 89 | no |
| 15 | female | 25 | 22.2 | 2-1 | 80 | 100 | no |
| 16 | male | 23 | 21.2 | 2-1 | 75 | 90 | no |
| 17 | female | 24 | 21.6 | 2-1 | 74 | 91 | no |
| 18 | male | 22 | 21.8 | 1-6 | 83 | 94 | yes |
| 19 | male | 22 | 20.5 | 2-3 | 74 | 101 | yes |
| 20 | female | 22 | 21.2 | 1-5 | 88 | 96 | yes |
| 21 | male | 24 | 21.3 | 2-3 | 81 | 90 | no |
| 22 | male | 21 | 22.1 | 1-5 | 75 | 89 | no |
| 23 | male | 23 | 21.1 | 1-1 | 81 | 93 | no |
| 24 | female | 24 | 23.1 | 2-1 | 74 | 99 | no |
| 25 | male | 21 | 20.7 | 1-6 | 76 | 106 | no |
Participants’ feeling states.
| Positive Feedback | Neutral Feedback | Negative Feedback |
|---|---|---|
| pleased | considering | strained |
| excited | sweaty | complaining |
Figure 7Whole-process feeling distribution of 10 participants.
Items and reliability metric values of different dimensions.
| Dimensions | Item | CITC | Cronbach’s α If Item Was Removed |
|---|---|---|---|
| sense of mastery | 1. clear understanding regarding tasks and goals | 0.605 | 0.721 |
| 2. mastering the skills needed in the game | 0.634 | 0.702 | |
| 5. clear understanding regarding subtasks and subgoals | 0.227 | 0.777 | |
| 6. controlling the character’s behavior at will | 0.663 | 0.696 | |
| 8. good match between tasks and my capability in controlling the character’s actions | 0.437 | 0.742 | |
| 10. operation in the game is coherent and executed smoothly | 0.681 | 0.694 | |
| 18. the sense of challenge | −0.067 | 0.822 | |
| 19. proficiency in game operation | 0.626 | 0.707 | |
| sense of satisfaction | 3. the game is fun | 0.689 | 0.883 |
| 12. the game excites me | 0.638 | 0.889 | |
| 15. in-game feeling A (uninteresting–interesting) | 0.573 | 0.889 | |
| 16. in-game feeling B (boredom–excitement) | 0.644 | 0.885 | |
| 17. in-game feeling C (unhappy–happy) | 0.641 | 0.886 | |
| 21. appreciation throughout the game | 0.484 | 0.893 | |
| 22. willing to play this type of game again | 0.703 | 0.881 | |
| 23. satisfaction with the game’s outcome | 0.573 | 0.889 | |
| 25. willing to recommend it to friends or relatives | 0.530 | 0.891 | |
| 27. inspired to explore more ways of climbing | 0.756 | 0.878 | |
| 28. feeling the pleasure of sports | 0.709 | 0.881 | |
| sense of immersion | 7. high concentration on the game, ignoring the surrounding of the real world | 0.441 | 0.533 |
| 9. high concentration on the game, losing track of time | 0.462 | 0.546 | |
| 13. feeling like being in another world while in the game | 0.475 | 0.515 | |
| 14. in-game peace dominates | 0.500 | 0.534 | |
| 20. deep aftertaste after game | 0.111 | 0.669 | |
| 24. virtual in-game reality replaces reality | 0.245 | 0.621 | |
| sense of achievement | 26. knowledge learnt from the game | 0.248 | 0.739 |
| 29. sense of milestones achieved in-game | 0.387 | 0.561 | |
| 30. confidence to overcome difficulties in-game | 0.679 | 0.073 |
Experience score statistics of the dimensions after trimming.
| Cronbach α | Mean | SD | Min | Max | |
|---|---|---|---|---|---|
| sense of mastery | 0.822 | 4.011 | 0.894 | 1 | 5 |
| sense of satisfaction | 0.895 | 4.145 | 0.870 | 1 | 5 |
| sense of immersion | 0.669 | 4.336 | 0.769 | 2 | 5 |
| sense of achievement | 0.739 | 4.020 | 0.905 | 1 | 5 |