Feasibility testing in healthy population
Twenty healthy participants (age: 22.6±1.7; 12F/8M) tested the game functionality during a single laboratory session. Balance was assessed using the Balance Error Scoring System (BESS) before and after a period of game play. Game play included a tutorial of each game followed 10 minutes of free play where participants could freely play any game for any length of time. A user satisfaction survey assessed perceived motivations and engagement, as well as feedback of the overall gaming system.
No adverse events were reported during testing. Acute effects of the balance training resulted in improved BESS scores (pre: 7.50±2.11, post: 6.65±2.29, p<0.05) (Figure 2) and improved perceived stability.
Participants reported high comfort (4.45/5) and low movement restriction of the smart sock (4.95/5). Overall, 85% of participants found the games enjoyable/extremely enjoyable. This included a desire from all participants to play the “Car game” and the “Space invaders” game at least once a week, with 85% and 80% respectively wanting to play multiple times a week. Although desire to play the “Snake game” was lower, 60% still reported they would play multiple times a week. This was promising given that current literature recommends patients train 2-3 times a week.
All games were developed as competitive games, with aspects such as a leaderboard and keeping score encouraging 80% players and lives/bonuses encouraging 35% of players. However, this may be reflective of the young and healthy sample population.
The study supports the feasibility of rehabilitation gaming in a healthy population using the DANU Sports system. Further testing is warranted in a population following an ankle sprain.
Thank you to DANU Sports for partnering with our MEng students for their final year project. We are looking forward to continuing the collaboration between the University of Strathclyde and DANU Sports to continue exploring gamifying recovery for musculoskeletal injuries.
References
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