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

dc.contributor.authorGouveia, Bruna R.
dc.contributor.authorGouveia, Élvio Rúbio
dc.contributor.authorCampos, Pedro
dc.contributor.authorFrança, Cristiano S.
dc.contributor.authorRodrigues, Louis M.
dc.contributor.authorMartins, Francisco
dc.contributor.authorFrança, Cíntia
dc.contributor.authorGonçalves, Frederica
dc.contributor.authorTeixeira, Fernando
dc.contributor.authorIhle, Andreas
dc.date.accessioned2025-09-03T08:34:24Z
dc.date.available2025-09-03T08:34:24Z
dc.date.issued2023-02-15
dc.description.abstractThe 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.eng
dc.identifier.citationGouveia, É. R., Campos, P., França, C. S., Rodrigues, L. M., Martins, F., França, C., Gonçalves, F., Teixeira, F., Ihle, A., & Gouveia, B. R. (2023). Virtual Reality Gaming in Rehabilitation after Musculoskeletal Injury—User Experience Pilot Study. Applied Sciences. 13(4), 2523
dc.identifier.doihttps://doi.org/10.3390/app13042523
dc.identifier.urihttp://hdl.handle.net/10400.26/58501
dc.language.isoeng
dc.peerreviewedn/a
dc.publisherApplied Sciences
dc.rights.uriN/A
dc.subjectsoccer
dc.subjectheart rate
dc.subjectrate of perceived exertion
dc.subjectgames
dc.titleVirtual Reality Gaming in Rehabilitation after Musculoskeletal Injury—User Experience Pilot Studyeng
dc.typejournal article
dspace.entity.typePublication
oaire.citation.issue4
oaire.citation.startPage2523
oaire.citation.volume13
oaire.versionhttp://purl.org/coar/version/c_970fb48d4fbd8a85
person.familyNameGouveia
person.givenNameÉlvio Rúbio
person.identifierF-9156-2015
person.identifier.ciencia-id3B10-8BDF-0D67
person.identifier.orcid0000-0003-0927-692X
person.identifier.scopus-author-id36637395800
relation.isAuthorOfPublicationacd72d85-3413-4adc-98e1-9f986d8ce91b
relation.isAuthorOfPublication.latestForDiscoveryacd72d85-3413-4adc-98e1-9f986d8ce91b

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