Correlates of Presence in a Virtual Reality Gamification Environment for Rehabilitation after Musculoskeletal Injury

Author:

Gouveia Élvio Rúbio123,Nascimento Marcelo de Maio4,França Cíntia125,Campos Pedro167,Ihle Andreas389,Przednowek Krzysztof10,Marques Adilson1112,Nunes Nuno1,Gouveia Bruna R.131314

Affiliation:

1. LARSYS, Interactive Technologies Institute, Portugal

2. Department of Physical Education and Sport University of Madeira, Portugal

3. Center for the Interdisciplinary Study of Gerontology and Vulnerability University of Geneva, 1205 Geneva, Switzerland

4. Department of Physical Education Federal University of Vale do São Francisco 55304-917 Petrolina, Brazil

5. Research Center in Sports Sciences, Health Sciences, and Human Development (CIDESD) 5001-801 Vila Real, Portugal

6. Department of Informatics Engineering and Interactive Media Design University of Madeira, Portugal

7. WoWSystems Informática Lda, Funchal, Portugal

8. Department of Psychology University of Geneva, 1205 Geneva, Switzerland

9. Swiss National Centre of Competence in Research LIVES – Overcoming vulnerability: Life course perspectives, 1015 Lausanne, Switzerland

10. Institute of Physical Culture Sciences Medical College of Rzeszów University Rzeszów University, Rzeszów, Poland

11. CIPER, Faculty of Human Kinetics University of Lisbon, 1495-751 Lisbon, Portugal

12. Environmental Health Institute (ISAMB) Faculty of Medicine, University of Lisbon 1649-020 Lisbon, Portugal

13. Regional Directorate of Health, Secretary of Health of the Autonomous Region of Madeira 9004-515 Funchal, Portugal

14. Saint Joseph of Cluny Higher School of Nursing 9050-535 Funchal, Portugal

Abstract

Abstract Virtual reality (VR) has emerged as a powerful option for rehabilitation by providing real-time performance feedback and a safe and customized training environment. This study aimed: (1) to investigate the association between presence in the virtual environment, usability of the system, intrinsic motivation, and immersion in VR gaming designed for rehabilitation after musculoskeletal injury; and (2) to examine the users’ emotional response in terms of pleasure, arousal, and dominance after participating in VR gaming. Thirty-seven individuals aged 23.69 ± 6.98 years participated in five customized VR games designed to provide a complete rehabilitation session after a musculoskeletal injury. Pearson product-moment correlation coefficients and multiple regression analyses were used to investigate the relationship between presence in virtual environments and immersive tendencies, the usability of the system, and intrinsic motivation. The Wilcoxon Signed Rank Test was conducted to evaluate the impact of participation in VR gaming on participants’ presence in virtual environments. Significant correlations were found between presence and immersive tendencies (r = −.40, p = .017), intrinsic motivation (r = .42, p = .013), and usability of the system (r = .64, p < .001). The linear regression model explained 59% of the total variance in the presence of virtual environments. There was a statistically significant increase in the pleasure scores from the beginning to the end of the session. Our results indicate that VR may be useful in increasing adherence to treatment to recover from musculoskeletal injuries.

Publisher

MIT Press

Subject

Computer Vision and Pattern Recognition,Human-Computer Interaction,Control and Systems Engineering,Software

Reference67 articles.

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