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A social VR-based collaborative exergame for rehabilitation: codesign, development and user study.

Syed Hammad Hussain Shah1, Anniken Susanne T Karlsen1, Mads Solberg2

  • 1Department of ICT and Natural Sciences, Faculty of Information Technology and Electrical Engineering, Norwegian University of Science and Technology (NTNU), Larsgårdsvegen 2, 6009 Ålesund, Norway.

Virtual Reality
|December 5, 2022
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Summary

Social virtual reality (VR) exergames enhance elderly rehabilitation by promoting physical activity and social connection. Collaborative gameplay significantly boosts motivation and exertion compared to solo play, offering health benefits and excellent usability.

Keywords:
EldercareExergamingImmersive healthcareMetaverseMotivationPhysical rehabilitationSocial interactionUser-centered designVirtual reality

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Area of Science:

  • Rehabilitation Medicine
  • Human-Computer Interaction
  • Gerontology

Background:

  • Immersive virtual reality (VR) exergames are increasingly used in rehabilitation to boost physical activity engagement, particularly for elderly users.
  • The social aspect of exergames is a key motivator, yet research on social VR exergames for seniors remains limited.
  • Previous reliance on competitive exergames has shown potential adverse effects; a collaborative approach is explored.

Purpose of the Study:

  • To develop and evaluate a social VR-based collaborative exergame for elderly rehabilitation, aiming to increase physical exercise and social connectedness.
  • To investigate the impact of social collaboration versus individual play in VR exergames on elderly users' motivation and physical exertion.
  • To identify key design principles for creating ergonomic and sustainable VR exergames for senior citizens.

Main Methods:

  • A social VR collaborative exergame was codesigned with elderly participants and therapists, focusing on full-body exercise and social interaction.
  • A five-week mixed-methods user study involved 14 elderly participants in collaborative and individual VR exergame groups.
  • Between-group comparisons (weeks 1 vs. 4) and within-group comparisons (week 5, counterbalanced order) assessed motivation, physical exertion, and usability.

Main Results:

  • Collaborative VR exergaming in week 4 showed significantly higher intrinsic motivation (enjoyment, effort, usefulness) and physical exertion compared to solo play (week 1).
  • Week 5 counterbalanced play revealed significant within-group differences, indicating positive effects of collaboration.
  • Participants reported enjoyment, found collaboration vital for motivation, experienced health benefits, minimal simulator sickness, and high usability scores (83.75±13.3).

Conclusions:

  • Social VR exergames, particularly those emphasizing collaboration, are effective in motivating elderly individuals for physical rehabilitation.
  • The developed collaborative VR exergame demonstrates potential for improving social connectedness and physical activity in older adults.
  • Key design principles were identified to guide the development of future ergonomic and sustainable VR exergames for senior rehabilitation.