A1 Vertaisarvioitu alkuperäisartikkeli tieteellisessä lehdessä
A gamified virtual environment intervention for gait rehabilitation in Parkinson's Disease : co-creation and feasibility study
Tekijät: Bosch-Barceló, Pere; Masbernat-Almenara, Maria; Martínez-Navarro, Oriol; Tersa-Miralles, Carlos; Pakarinen, Anni; Fernández-Lago, Helena
Kustantaja: BioMed Central
Julkaisuvuosi: 2024
Journal: Journal of NeuroEngineering and Rehabilitation
Tietokannassa oleva lehden nimi: Journal of neuroengineering and rehabilitation
Lehden akronyymi: J Neuroeng Rehabil
Artikkelin numero: 107
Vuosikerta: 21
Numero: 1
eISSN: 1743-0003
DOI: https://doi.org/10.1186/s12984-024-01399-6
Verkko-osoite: https://jneuroengrehab.biomedcentral.com/articles/10.1186/s12984-024-01399-6
Rinnakkaistallenteen osoite: https://research.utu.fi/converis/portal/detail/Publication/457022979
Background: Treadmill gait training has been shown to improve gait performance in People with Parkinson's Disease (PwPD), and in combination with Virtual Reality, it can be an effective tool for gait rehabilitation. The addition of gamification elements can create a more stimulating and adherent intervention. However, implementation of new technologies in healthcare can be challenging. This study aimed to develop and evaluate the feasibility of a treadmill rehabilitation program in a Gamified Virtual Reality Environment (GVRE) for PwPD.
Methods: The GVRE was developed following a user-centered design approach, involving both PwPD and physiotherapists in the development and evaluation of the intervention. The intervention consisted of a walking simulation in three different environments (countryside, city, and park), which had a progressive increase in difficulty. To test its feasibility, three sessions were carried out with four PwPD and four physiotherapists. To assess the usability, the System Usability Scale (SUS), Assistive Technology Usability Questionnaire for people with Neurological diseases (NATU Quest) and Simulator Sickness Questionnaire (SSQ) were used. To assess the intervention's acceptability, feedback and in-game performance was collected from participants.
Results: Results showed the feasibility of the intervention, with a SUS score of 74.82 ± 12.62, and a NATU Quest score of 4.49 ± 0.62, and positive acceptability feedback. Participants showed clear preferences for naturalistic environments, and gamification elements were seen as positive. Difficulty settings worked as intended, but lowered enjoyment of the experience in some cases.
Conclusions: This intervention was successfully shown as a feasible option for the training of gait under Dual Task conditions for PwPD. It offers a safe and replicable environment in which complex situations can be trained. However, further iterations of the intervention need to be improved in order to guarantee accurate tracking and a more realistic training progression.
Trial registration number: NCT05243394-01/20/2022.
Ladattava julkaisu This is an electronic reprint of the original article. |
Julkaisussa olevat rahoitustiedot:
This study has been funded by Instituto de Salud Carlos III (ISCIII – isciii.es) through the project “PI20/00403” (Co-funded by European Regional Development Fund/European Social Fund “A way to make Europe”/“Investing in your future”). ISCIII is responsible for yearly audition of the project status.