Abstract
For stability-based rehabilitation to be successful the programme must include progressive and varied practices. Manipulating the activity and/or environment can ensure progress is achieved [1]. Virtual reality presents the opportunity to create diverse and challenging, yet controllable, environments for rehabilitation. For game development it is important to understand exercise progression for rehabilitation to be optimised for player engagement. The aim of this study was to assess performance of a virtual reality leaping game by exploring the relationship between challenge and engagement for optimal rehabilitation progression.
Eleven healthy, able-bodied adults (26±4 years old) attended one testing session. The Strathclyde Cluster Model [2] and pointer calibration were applied to all participants. Movement was tracked using Vicon Tracker and live streamed to D-Flow software. The aim of the Leap Game was to avoid oncoming objects. The inputs were object velocity, size and distance. These inputs were manipulated for eight conditions. The percentage of objects hit in 30 seconds, and perceived enjoyment and difficulty were recorded as outputs.
Conditions 3, 4 and 8 were the most difficult to perform (p<0.05) and were also perceived the most difficult (p=0.01). Conditions 6, 4 and 1 were reported as the most enjoyable. Increasing object size was the most difficult manipulation. Object velocity was the manipulation reported as most enjoyable.
This study found that object size and distance are key variables for game difficulty, while velocity is important for enjoyment. These findings could optimise the balancing of challenge and engagement in future rehabilitative virtual reality games.
Eleven healthy, able-bodied adults (26±4 years old) attended one testing session. The Strathclyde Cluster Model [2] and pointer calibration were applied to all participants. Movement was tracked using Vicon Tracker and live streamed to D-Flow software. The aim of the Leap Game was to avoid oncoming objects. The inputs were object velocity, size and distance. These inputs were manipulated for eight conditions. The percentage of objects hit in 30 seconds, and perceived enjoyment and difficulty were recorded as outputs.
Conditions 3, 4 and 8 were the most difficult to perform (p<0.05) and were also perceived the most difficult (p=0.01). Conditions 6, 4 and 1 were reported as the most enjoyable. Increasing object size was the most difficult manipulation. Object velocity was the manipulation reported as most enjoyable.
This study found that object size and distance are key variables for game difficulty, while velocity is important for enjoyment. These findings could optimise the balancing of challenge and engagement in future rehabilitative virtual reality games.
| Original language | English |
|---|---|
| Publication status | Published - 5 Sept 2025 |
| Event | BioMedEng25 - University of Strathclyde, Glasgow, United Kingdom Duration: 4 Sept 2025 → 5 Sept 2025 https://biomedeng.org/biomedeng25/ https://www.biomedeng.org/conference/biomedeng25/ |
Conference
| Conference | BioMedEng25 |
|---|---|
| Country/Territory | United Kingdom |
| City | Glasgow |
| Period | 4/09/25 → 5/09/25 |
| Internet address |
Keywords
- rehabilitation
- gaming
- virtual reality
- stability
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