Evidence map›Paper›PMID 42735903›Full record

ArticleJMIR serious games2026

Development of a Mixed-Reality Application for Volitional Step Training in People With Multiple Sclerosis: Cross-Sectional Qualitative User-Centered Co-Design Study.

Gabriele Perachiotti, Isolde Martina Busch, Ersilia Vallefuoco, Giovanni D'Errico, Nicola Moccaldi, Sofia Straudi, Pasquale Arpaia

Abstract read
In one paragraph

Article in JMIR serious games, 2026. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Not yet cited in PubMed.

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1 · What the graph read from it

What it found

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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

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3 · Its place in the literature

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4 · The record

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5 · Who and what money

Authors and funding

7 authors.

Gabriele PerachiottiDepartment of Neurosciences and Rehabilitation, University of Ferrara, Ferrara, Emilia-Romagna, Italy.ORCID https://orcid.org/0009-0004-6854-4028
Isolde Martina BuschDepartment of Neurosciences, Biomedicine and Movement Sciences, University of Verona, Verona, Veneto, Italy.ORCID https://orcid.org/0000-0002-9414-9759
Ersilia VallefuocoDepartment of Electrical Engineering and Information Technology, University of Naples Federico II, Napoli, Campania, Italy.ORCID https://orcid.org/0000-0003-3952-1500
Giovanni D'ErricoDepartment of Cultural Heritage, University of Salento, Lecce, Puglia, Italy.ORCID https://orcid.org/0000-0003-1415-0731
Nicola MoccaldiDepartment of Electrical Engineering and Information Technology, University of Naples Federico II, Napoli, Campania, Italy.ORCID https://orcid.org/0000-0002-1035-5740
Sofia StraudiDepartment of Neurosciences and Rehabilitation, University of Ferrara, Ferrara, Emilia-Romagna, Italy.ORCID https://orcid.org/0000-0002-2061-9922
Pasquale ArpaiaDepartment of Electrical Engineering and Information Technology, University of Naples Federico II, Napoli, Campania, Italy.ORCID https://orcid.org/0000-0002-5192-5922

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

backgroundPeople with multiple sclerosis (MS) are at high risk of falls, with approximately half experiencing at least 1 fall within 6 months. Multidirectional step training has shown potential for fall prevention, but evidence in people with MS remains inconsistent. Mixed reality (MR) offers adaptive and home-based rehabilitation opportunities. However, successful implementation of MR-based serious games requires structured co-design processes integrating patient, clinician, and technical perspectives.

objectiveThis qualitative study describes the co-design and prototyping of a home-based MR serious game called Head Your Limits for volitional step training in people with MS, aiming to identify patient-, clinician-, and technology-driven design requirements and translate them into an MR rehabilitation application.

methodsWe implemented a cross-sectional qualitative user-centered co-design process. Phase 1 involved 2 online focus groups with people with MS to identify experiential and design preferences related to MR-based training. Phase 2 included a focus group with 4 clinicians and 1 engineer to define clinical and technical requirements. Phase 3 consisted of in-person hands-on testing of 2 MR prototypes ("clock" and "grapes"), developed in Unity and deployed on Meta Quest 3. Twenty people with MS were purposively screened from among individuals referred for motor rehabilitation; 14 participated in the online focus groups and 9 in in-person prototype testing (mean age 56.2, SD 7.0 years; mean Expanded Disability Status Scale score 5.1, SD 1.3; 6/9, 66.7% female). Iterative refinement followed each phase, translating stakeholder-derived requirements into architectural modifications of the MR application. Focus group recordings and moderator notes were reviewed to identify themes and design requirements guiding iterative prototype refinement.

resultsFive primary patient-derived requirements emerged: multisensory feedback, gamification, progress tracking, visual accessibility, and ergonomic comfort. Clinicians emphasized adaptive difficulty, cognitive-motor integration, biomechanical validity, and caregiver compatibility. Prototype comparison showed that floor-level targets induced cervical discomfort and postural compensation, whereas auditory guidance reduced head flexion. The final application repositioned targets at eye level and implemented head-mounted display tracking to ensure appropriate center-of-mass displacement, preserve proprioceptive engagement, enable caregiver proximity, and integrate gamified feedback and performance reporting.

conclusionsIterative stakeholder engagement resolved key design tensions related to ergonomics, sensory reliance, biomechanical validity, and motivation. The transition to eye-level, head-mediated interaction emerged as a core solution integrating therapeutic and user-experience goals. Through a rigorous user-centered co-design process, aligned with contemporary human-centered development models, we developed an MR serious game for volitional step training in people with MS. This study contributes to the field by providing a transparent methodological framework integrating biomechanical validity, usability, and engagement. Although clinical effectiveness remains to be tested, these findings may inform the design of accessible, personalized home-based rehabilitation for people with MS and other neurological populations.

Indexed as

fallsmixed realitymultiple sclerosispostural balanceserious gamesuser-centered design

Identifiers

PMID42735903
PMCPMC13620433

What OpenQuestion holds

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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.