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

Author:

Gouveia Élvio Rúbio123ORCID,Campos Pedro14ORCID,França Cristiano S.1,Rodrigues Louis M.1,Martins Francisco12ORCID,França Cíntia12ORCID,Gonçalves Frederica15,Teixeira Fernando6,Ihle Andreas378ORCID,Gouveia Bruna R.13910

Affiliation:

1. LARSYS, Interactive Technologies Institute, 9020-105 Funchal, Portugal

2. Department of Physical Education and Sport, University of Madeira, 9000-072 Funchal, Portugal

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

4. Department of Informatics Engineering and Interactive Media Design, University of Madeira, 9020-105 Funchal, Portugal

5. Polytechnic School of Technologies and Management, University of Madeira, 9020-105 Funchal, Portugal

6. Marítimo da Madeira—Futebol, SAD, 9020-208 Funchal, Portugal

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

8. Swiss National Centre of Competence in Research LIVES—Overcoming Vulnerability: Life Course Perspectives, 1015 Lausanne, Switzerland

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

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

Abstract

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.

Funder

System of Incentives for the Production of Scientific and Technological Knowledge in the Auton-omous Region of Madeira—PROCiência 2020

Swiss National Science Foundation

Publisher

MDPI AG

Subject

Fluid Flow and Transfer Processes,Computer Science Applications,Process Chemistry and Technology,General Engineering,Instrumentation,General Materials Science

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