2021
DOI: 10.3389/fnagi.2021.734223
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Theoretical Rationale for Design of Tasks in a Virtual Reality-Based Exergame for Rehabilitation Purposes

Abstract: Virtual reality games are playing a greater role in rehabilitation settings. Previously, commercial games have dominated, but increasingly, bespoke games for specific rehabilitation contexts are emerging. Choice and design of tasks for VR-games are still not always clear, however; some games are designed to motivate and engage players, not necessarily with the facilitation of specific movements as a goal. Other games are designed specifically for the facilitation of specific movements. A theoretical background… Show more

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Cited by 2 publications
(3 citation statements)
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“…paths to get to previous waypoints, such as junctions or a central starting point. Similar to the real world, this backtracking of known routes with the goal of reaching a previously visited waypoint is particularly common in Virtual Reality (VR), where exploration tasks such as finding [26] or collecting [62] items or information are essential mechanics in gaming [8] and learning environments [41,50,57]. In familiar environments, this repetitive traversal of known locations reduces exploration efficiency.…”
mentioning
confidence: 99%
“…paths to get to previous waypoints, such as junctions or a central starting point. Similar to the real world, this backtracking of known routes with the goal of reaching a previously visited waypoint is particularly common in Virtual Reality (VR), where exploration tasks such as finding [26] or collecting [62] items or information are essential mechanics in gaming [8] and learning environments [41,50,57]. In familiar environments, this repetitive traversal of known locations reduces exploration efficiency.…”
mentioning
confidence: 99%
“…Others offer strength training for their users to improve muscular power (𝑛=7). The remaining types of physical training targeted by XR exergames are balance (𝑛=8, [21,168]), skill (𝑛=8, [32,282]), flexibility (𝑛=4, [31,238]), and coordination/reaction training (𝑛=7, [7,139]).…”
Section: Dimension I: Goalsmentioning
confidence: 99%
“…We note that we do not consider calibration of the players' body proportions (e.g., height) if it is not framed as critical to the game's task since calibration should be done for every VR game to ensure that players can interact and that the avatar matches the players. Additionally, some games had adaptations that were controlled by clinicians or therapists (e.g., [21,112]).…”
Section: Subdimension: Adaptation the Adaptation Dimension Includes G...mentioning
confidence: 99%