Serious games for rehabilitation are delivered through systems that are either customised or non-customised. Custom serious games allow for control of feedback, setting of game speed and difficulty, while non-custom games are less adaptable but provide attractive graphics and sounds. The study compared the activity intensity and user experience of persons after stroke while playing custom and non-custom virtual reality balance games that were both game- and self-paced.
Persons in chronic phase poststroke will play 12 games (6 self- and 6 game-paced games) over two sessions (in randomised order). Within each game-type, custom and non-custom games will be played in random order. All games will be played on a balance board, whereby each pair of a custom and non-custom game will require comparable movement directions of the center of pressure. The custom system will be compared to the non-custom system in terms of number of repetitions, movement amplitude, users' enjoyment, flow state, likeability and perception of exertion.
Study Type
INTERVENTIONAL
Allocation
RANDOMIZED
Purpose
TREATMENT
Masking
NONE
Enrollment
27
Custom games played using the Equio system, non-custom Wii Fit games played using the Nintendo Wii Balance Board
University Rehabilitation Institute, Republic of Slovenia
Ljubljana, Slovenia
Number of repetitions
Number of pelvic displacements in medio-lateral direction extracted from video-recording using specialised software
Time frame: On the day of the intervention during each game (anticipated duration: 5 minutes)
Amplitude
Amplitude of pelvic displacements in medio-lateral direction extracted from video-recording using specialised software
Time frame: On the day of the intervention during each game (anticipated duration: 5 minutes)
Users' enjoyment
Assessed using the Modified Physical Activity Enjoyment Scale (scale score expressed as percentage; higher scores mean a better outcome)
Time frame: On the day of the intervention after each game (anticipated: every 5 minutes)
Flow state
Assessed using the Flow State Scale for Occupational Tasks (scale score range 14-98; higher scores mean a better outcome)
Time frame: On the day of the intervention after each game (anticipated: every 5 minutes)
Likeability
Rated on a scale from 1 (least liked) to 6 (most liked)
Time frame: On the day of the intervention after each game (anticipated: every 5 minutes)
Perception of exertion
Assessed using the Borg's Scale (scale score range 6-20; higher scores mean a worse outcome)
Time frame: On the day of the intervention after each game (anticipated: every 5 minutes)
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