CicloExergame: Player experience evaluation of an exergame for patient telerehabilitation

IF 3.4 Q2 Health Professions Smart Health Pub Date : 2025-12-01 Epub Date: 2025-09-11 DOI:10.1016/j.smhl.2025.100611
Carlos Henrique R. Souza, Saulo S. de Oliveira, Daniela F. Nascimento, Luciana O. Berretta, Sergio T. Carvalho
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Abstract

Numerous factors are involved in functional rehabilitation, including patient engagement in activities and active participation of physiotherapists. Challenges in accessing therapy have prompted initiatives focusing on telerehabilitation. In this context, therapists’ active involvement is compromised, and exercises are often repetitive and monotonous, reducing patient engagement and motivation, thus impacting session outcomes. Consequently, this study aimed to outline the evaluation process involving patients using an exergame (CicloExergame) designed with a distributed architecture for conducting telerehabilitation sessions incorporating a cycle ergometer. The experiments, focusing on assessing Player Experience, were conducted with two groups: 12 healthy individuals and 10 patients at the Clinical Hospital of the Federal University of Goiás, Brazil. The study consisted of using the game in short sessions and administering questionnaires before and after use. Among the healthy participants, 75% rated the experience as “highly satisfactory,” while the remaining 25% found it “satisfactory.” This satisfaction trend was similarly observed among the patient group (60% “highly satisfactory” and 40% “satisfactory”). These promising results highlight the motivating and engaging potential of the proposed exergame.
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CicloExergame:对一款用于患者远程康复的游戏进行玩家体验评估
功能康复涉及许多因素,包括患者参与活动和物理治疗师的积极参与。获得治疗方面的挑战促使人们采取行动,重点关注远程康复。在这种情况下,治疗师的积极参与受到了损害,练习通常是重复和单调的,减少了患者的参与和动机,从而影响了治疗结果。因此,本研究旨在概述评估过程,涉及患者使用一个运动游戏(CicloExergame),该游戏设计了一个分布式架构,用于进行包含循环运动计的远程康复课程。该实验的重点是评估玩家体验,实验对象分为两组:12名健康个体和10名巴西联邦大学Goiás临床医院的患者。该研究包括在短时间内使用游戏,并在使用前后进行问卷调查。在健康的参与者中,75%的人认为体验“非常满意”,而其余25%的人认为“满意”。这种满意度趋势在患者群体中也同样存在(60%“非常满意”,40%“满意”)。这些有希望的结果突出了所提议的游戏的激励和吸引潜力。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
Smart Health
Smart Health Computer Science-Computer Science Applications
CiteScore
6.50
自引率
0.00%
发文量
81
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