Evidence map›Paper›PMID 39190432›Full record

ArticleJMIR serious games2024

A Virtual Reality Serious Game for the Rehabilitation of Hand and Finger Function: Iterative Development and Suitability Study.

Michael Bressler, Joachim Merk, Tanja Gohlke, Fares Kayali, Adrien Daigeler, Jonas Kolbenschlag, Cosima Prahm

Abstract read
In one paragraph

Article in JMIR serious games, 2024. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 10 papers, 1 of them a synthesis that pooled it.

0numbers the graph read from it
0cells of the map it votes in
10citing papers in PubMed, 1 pooled it
–field-weighted citation impact
1 · What the graph read from it

What it found

Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.

The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.

2 · The registry

The trial behind it

Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.

Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.

3 · Its place in the literature

Who cites it

10 citing papers in PubMed, 1 synthesis or guideline pooled it.

  1. Pooled it
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4 · The record

Corrections and comments

PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.

5 · Who and what money

Authors and funding

7 authors.

Michael BresslerBG Klinik Tuebingen, Clinic for Hand, Plastic, Reconstructive and Burn Surgery, University of Tuebingen, Tuebingen, Germany.ORCID https://orcid.org/0000-0001-8031-2466
Joachim MerkBG Klinik Tuebingen, Clinic for Hand, Plastic, Reconstructive and Burn Surgery, University of Tuebingen, Tuebingen, Germany.ORCID https://orcid.org/0009-0002-3054-9996
Tanja GohlkeBG Klinik Tuebingen, Clinic for Hand, Plastic, Reconstructive and Burn Surgery, University of Tuebingen, Tuebingen, Germany.ORCID https://orcid.org/0009-0007-6582-1749
Fares KayaliInstitute for Teacher Education, University of Vienna, Vienna, Austria.ORCID https://orcid.org/0000-0002-0896-4715
Adrien DaigelerBG Klinik Tuebingen, Clinic for Hand, Plastic, Reconstructive and Burn Surgery, University of Tuebingen, Tuebingen, Germany.ORCID https://orcid.org/0000-0002-0012-9870
Jonas KolbenschlagBG Klinik Tuebingen, Clinic for Hand, Plastic, Reconstructive and Burn Surgery, University of Tuebingen, Tuebingen, Germany.ORCID https://orcid.org/0000-0003-2822-421X
Cosima PrahmBG Klinik Tuebingen, Clinic for Hand, Plastic, Reconstructive and Burn Surgery, University of Tuebingen, Tuebingen, Germany.ORCID https://orcid.org/0000-0001-9379-5110

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

backgroundRestoring hand and finger function after a traumatic hand injury necessitates a regimen of consistent and conscientious exercise. However, motivation frequently wanes due to unchallenging repetitive tasks or discomfort, causing exercises to be performed carelessly or avoided completely. Introducing gamification to these repetitive tasks can make them more appealing to patients, ultimately increasing their motivation to exercise consistently.

objectiveThis study aims to iteratively develop a serious virtual reality game for hand and finger rehabilitation within an appealing and engaging digital environment, encouraging patient motivation for at least 2 weeks of continuous therapy.

methodsThe development process comprised 3 distinct stages, each of which was subject to evaluation. Initially, a prototype was created to encompass the game's core functionalities, which was assessed by 18 healthy participants and 7 patients with impaired hand function. Subsequently, version 1 of the game was developed and evaluated with 20 patients who were divided into an investigation group and a control group. On the basis of these findings, version 2 was developed and evaluated with 20 patients who were divided into an investigation group and a control group. Motivation was assessed using the Intrinsic Motivation Inventory (IMI), while the application's quality was rated using the Mobile Application Rating Scale and the System Usability Scale. User feedback was gathered using semistructured interviews.

resultsThe prototype evaluation confirmed the acceptance and feasibility of the game design. Version 1 significantly increased motivation in 2 IMI subscales, effort (P<.001) and usefulness (P=.02). In version 2, a significant increase in daily performed exercises was achieved (P=.008) compared to version 1, with significantly higher motivation in the IMI subscale effort (P=.02). High Mobile Application Rating Scale scores were obtained for both versions 1 and 2, with version 2 scoring 86.9 on the System Usability Scale, indicating excellent acceptability. User feedback provided by the semistructured interviews was instrumental in the iterative development regarding improvements and the expansion of the playable content.

conclusionsThis study presented a virtual reality serious game designed for hand and finger rehabilitation. The game was well received and provided an environment that effectively motivated the users. The iterative development process incorporated user feedback, confirming the game's ease of use and feasibility even for patients with severely limited hand function.

Indexed as

exercise therapyfinger rehabilitationhand rehabilitationphysical therapyvideo gamesvirtual reality

Identifiers

PMID39190432
PMCPMC11387912

What OpenQuestion holds

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LicenceCC BY
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Registered trials

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Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.