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Virtual Reality Gaming in Rehabilitation after Musculoskeletal Injury—User Experience Pilot Study

doi: 10.3390/app13042523
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.
- Département de Psychologie Switzerland
- University of Geneva Switzerland
- Instituto de Tecnologias Interativas Portugal
- Instituto de Tecnologias Interativas Portugal
- University of Madeira Portugal
Technology, QH301-705.5, T, Physics, QC1-999, info:eu-repo/classification/ddc/150, info:eu-repo/classification/ddc/618.97, Engineering (General). Civil engineering (General), soccer, Chemistry, heart rate, TA1-2040, Biology (General), rate of perceived exertion, QD1-999, games
Technology, QH301-705.5, T, Physics, QC1-999, info:eu-repo/classification/ddc/150, info:eu-repo/classification/ddc/618.97, Engineering (General). Civil engineering (General), soccer, Chemistry, heart rate, TA1-2040, Biology (General), rate of perceived exertion, QD1-999, games
citations This is an alternative to the "Influence" indicator, which also reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically).4 popularity This indicator reflects the "current" impact/attention (the "hype") of an article in the research community at large, based on the underlying citation network.Top 10% influence This indicator reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically).Average impulse This indicator reflects the initial momentum of an article directly after its publication, based on the underlying citation network.Average visibility views 25 download downloads 59 - 25views59downloads
Data source Views Downloads Repositório Digital da Universidade da Madeira 25 59


