Add-Life Research - Psychology / Happiness
Attr - No Deriv
Design to Assist Better Youthhood for Adolescents with Lower-Limb Disability through Virtual Reality Sports
The willingness of youths with lower limb dysfunction to participate in sports and exercise is often low due to their disability. In this pilot study VR technology, in the form of a rock-climbing game, was designed for youths with lower limb dysfunction. The VR game provided the opportunity for youths to complete tasks, and thus exercise, that they would not be able to do in the real world in an engaging and enjoyable form.
The aim of the study was to assess the impact of the VR technology on participants after completing several sessions. The study included 25 college students which had lower limbs fixed to chairs and completed the VR therapy. To assess the impact of VR, observations were noted, and heart rate was monitored, as well as participants completing a questionnaire and an interview. To evaluate the results, the flow (psychology) theory was applied.
This included 4 flow experience dimensions including sense of mastery, satisfaction, immersion and achievement, which were assessed through the questionnaire. The results revealed that for all dimensions the average score was above 4 indicating that participants were successful in all dimensions.
The flow data indicates that the VR game resulted in participants being involved and entertained. Overall, according to the post therapy evaluation the VR game provided an immersive, satisfactory, and workout-like overall experience.