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From Novelty to Clinical Practice: Exploring VR Exergames with Physical Therapists

Published: 15 October 2024 Publication History

Abstract

The COVID-19 pandemic, the rise of telehealth and virtual medicine, and the increased accessibility of commercial VR headsets have created opportunities to revitalize the physical therapy field and introduce more innovative tools to complement traditional practice. Researchers are actively exploring the intersection of VR, exergames, and gamified exercise to create new products that can improve both provider efficiency and patient care. This study builds on that momentum by delving into the perspectives of practitioners. We interviewed eight physical therapists after letting them experience a state-of-the-art VR exercise product (i.e., Supernatural VR). Participants loved the game and were most optimistic about the mental benefits of using VR exergames alongside traditional PT, but cautioned the lack of feedback and expert guidance that could lead to misuse and further injury. Regarding the future integration of VR and PT, participants were cautiously optimistic and offered design feedback and recommendations, with warnings regarding the potential barriers to innovating clinical practice.

Supplemental Material

MP4 File - Video Figure
Video figure for "From Novelty to Clinical Practice: Exploring VR Exergames with Physical Therapists"
Transcript for: Video Figure
ZIP File
Three files are included in this zipped folder. (1) Supplemental Video_Playtest.mp4 (2) Supplemental Video_Playtest.srt (3) Supplemental Video_README.txt (this file) The mp4 is a video of a playtest of Supernatural VR. (Not a participant) The srt contains the subtitles for the video. This video is meant to supplement the reader's understanding of the type of game Supernatural is, and what the game mechanics entail.

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cover image Proceedings of the ACM on Human-Computer Interaction
Proceedings of the ACM on Human-Computer Interaction  Volume 8, Issue CHI PLAY
CHI PLAY
October 2024
1726 pages
EISSN:2573-0142
DOI:10.1145/3700823
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Published: 15 October 2024
Published in PACMHCI Volume 8, Issue CHI PLAY

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  1. exercise games
  2. gamification
  3. immersive technology
  4. innovation
  5. physical therapy
  6. rehabilitation
  7. virtual reality

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