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Original Articles

Tailoring virtual environments of an exergame for physiotherapy: the role of positive distractions and sensation-seeking (Adaptando entornos virtuales para un exergame para la fisioterapia: el papel de las distracciones positivas y la búsqueda de sensaciones)

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Pages 49-63 | Received 11 Apr 2018, Accepted 12 Jul 2019, Published online: 23 Sep 2019
 

ABSTRACT

Recent findings have shown that exergames can facilitate physiotherapy. Environmental conditions, such as the inclusion of positive distractions, also seem to play a role in health recovery, but prior studies have never analysed their role in virtual environments. In this study we developed an exergame for the exercise of upper limbs by designing virtual environments with nature elements and testing the impact of including additional positive distractions. Participants (n = 124, 81 females) were randomly assigned to one of two virtual environments: positive distractions vs. no distractions. To test whether these two environments matched the users’ characteristics, sensation-seeking was examined as a moderator. Measures of affect, sense of presence, intrinsic motivation and vitality were applied after the sessions, and game performance was assessed. Results showed that both environments were positively evaluated for all the dependent variables, regardless of the positive distractions and the sensation-seeking traits. However, game performance was affected by the environment and the participants’ sensation-seeking traits, suggesting that the additional distractions can reduce performance, and that individual differences also seem to impact performance.

RESUMEN

Estudios recientes han mostrado que los exergames pueden complementar a la fisioterapia. Las condiciones ambientales, como la inclusión de distracciones positivas, también parecen jugar un papel en la rehabilitación, pero los estudios previos nunca han analizado su papel en entornos virtuales. En este estudio desarrollamos un exergame para el ejercicio de las extremidades superiores mediante el diseño de entornos virtuales con elementos naturales, y comprobando el impacto de la inclusión de otras distracciones positivas. Los participantes (n = 124, 81 mujeres) se asignaron aleatoriamente a uno de dos entornos virtuales: con distracciones positivas y sin distracciones. Para comprobar si estos dos entornos virtuales se ajustaban a las características de los usuarios, se examinó el papel de la búsqueda de sensaciones como moderadora. Se realizaron mediciones de afecto, sensación de presencia, motivación intrínseca, y vitalidad, después de las sesiones, y se evaluó el rendimiento en el juego. Los resultados muestran que ambos entornos recibieron evaluaciones positivas para todas las variables dependientes, independientemente de las distracciones positivas y los rasgos de búsqueda de sensaciones. Sin embargo, el rendimiento en el juego se vio afectado por el entorno y por los rasgos de búsqueda de sensaciones de los participantes, lo que sugiere que las distracciones adicionales pueden reducir el rendimiento, y que las diferencias individuales también pueden afectar al rendimiento.

Acknowledgements

This work was supported by the Fundação para a Ciência e a Tecnologia (FCT) under grants [PTDC/DTP-DES/6776/2014] and [UID/PSI/03125/2013]. The development of the exergame as well as the development of this study were part of the project “TailorPhy - Smart Sensors and Tailored Environments for Physiotherapy” (PTDC/DTP-DES/6776/2014)“. The developers consent with the dissemination of these images and permission has been granted to reproduce the images of the non-copyrighted exergame in this article.

Disclosure statement

No potential conflict of interest was reported by the authors.

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