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Usability Test of Exercise Games Designed for Rehabilitation of Elderly Patients after Hip Replacement Surgery: A Pilot Study

Authors :
Ling, Y.
Ter Meer, P.
Yumak, Z.
Veltkamp, R.C.
Ling, Y.
Ter Meer, P.
Yumak, Z.
Veltkamp, R.C.
Source :
JMIR Serious Games vol.5 (2017) nr.4 [ISSN 2291-9279]
Publication Year :
2017

Abstract

Background Patients who receive rehabilitation after hip replacement surgery are shown to have increased muscle strength and better functional performance. However, traditional physiotherapy is often tedious and leads to poor adherence. Exercise games, provide ways for increasing the engagement of elderly patients and increase the uptake of rehabilitation exercises. Objective The objective of this study was to evaluate Fietsgame (Dutch for cycling game), which translates existing rehabilitation exercises into fun exercise games. The system connects exercise games with a patient’s personal record and a therapist interface by an Internet of Things server. Thus, both the patient and physiotherapist can monitor the patient’s medical status. Methods This paper describes a pilot study that evaluates the usability of the Fietsgame. The study was conducted in a rehabilitation center with 9 participants, including 2 physiotherapists and 7 patients. The patients were asked to play 6 exercise games, each lasting about 5 min, under the guidance of a physiotherapist. The mean age of the patients was 74.57 years (standard deviation [SD] 8.28); all the patients were in the recovery process after hip surgery. Surveys were developed to quantitatively measure the usability factors, including presence, enjoyment, pain, exertion, and technology acceptance. Comments on advantages and suggested improvements of our game system provided by the physiotherapists and patients were summarized and their implications were discussed. Results The results showed that after successfully playing the games, 75% to 100% of the patients experienced high levels of enjoyment in all the games except the squats game. Patients reported the highest level of exertion in squats when compared with other exercise games. Lunges resulted in the highest dropout rate (43%) due to interference with the Kinect v2 from support chairs. All the patients (100%) found the game syst

Details

Database :
OAIster
Journal :
JMIR Serious Games vol.5 (2017) nr.4 [ISSN 2291-9279]
Notes :
DOI: 10.2196/games.7969, English
Publication Type :
Electronic Resource
Accession number :
edsoai.on1445807780
Document Type :
Electronic Resource