Immersive Virtual Reality Exergames for Persons Living With Dementia: User-Centered Design Study as a Multistakeholder Team During the COVID-19 Pandemic.

COVID-19 VR co-development dementia design elderly exercise exergames gaming head mounted displays older adults participatory design persons living with dementia physical activity user-centered virtual reality

Journal

JMIR serious games
ISSN: 2291-9279
Titre abrégé: JMIR Serious Games
Pays: Canada
ID NLM: 101645255

Informations de publication

Date de publication:
19 Jan 2022
Historique:
received: 27 04 2021
accepted: 24 09 2021
revised: 24 06 2021
entrez: 19 1 2022
pubmed: 20 1 2022
medline: 20 1 2022
Statut: epublish

Résumé

Advancements in supporting personalized health care and well-being using virtual reality (VR) have created opportunities to use immersive games to support a healthy lifestyle for persons living with dementia and mild cognitive impairment (MCI). Collaboratively designing exercise video games (exergames) as a multistakeholder team is fundamental to creating games that are attractive, effective, and accessible. This research extensively explores the use of human-centered design methods that involve persons living with dementia in long-term care facilitates, exercise professionals, content developers, game designers, and researchers in the creation of VR exergames targeting physical activity promotion for persons living with dementia/MCI. Conceptualization, collaborative design, and playtesting activities were carried out to design VR exergames to engage persons living with dementia in exercises to promote upper limb flexibility, strength, and aerobic endurance. We involved a total of 7 persons living with dementia/MCI, 5 exercise professionals, 5 community-dwelling older adults, a VR company for content creation, and a multidisciplinary research team with game designers, engineers, and kinesiology experts. An immersive VR exergame called Seas the Day was jointly designed and developed and it is freely available to be played in state-of-the-art VR headsets (Oculus Quest 1, 2). A model for the triadic interaction (health care institution, industry partner, academia) is also presented to illustrate how different stakeholders contribute to the design of VR exergames that consider/complement complex needs, preferences, and motivators of an underrepresented group of end users. This study provides evidence that a collaborative multistakeholder design results in more tailored and context-aware VR games for persons living with dementia. The insights and lessons learned from this research can be used by others to co-design games, including remote engagement techniques that were used during the COVID-19 pandemic.

Sections du résumé

BACKGROUND BACKGROUND
Advancements in supporting personalized health care and well-being using virtual reality (VR) have created opportunities to use immersive games to support a healthy lifestyle for persons living with dementia and mild cognitive impairment (MCI). Collaboratively designing exercise video games (exergames) as a multistakeholder team is fundamental to creating games that are attractive, effective, and accessible.
OBJECTIVE OBJECTIVE
This research extensively explores the use of human-centered design methods that involve persons living with dementia in long-term care facilitates, exercise professionals, content developers, game designers, and researchers in the creation of VR exergames targeting physical activity promotion for persons living with dementia/MCI.
METHODS METHODS
Conceptualization, collaborative design, and playtesting activities were carried out to design VR exergames to engage persons living with dementia in exercises to promote upper limb flexibility, strength, and aerobic endurance. We involved a total of 7 persons living with dementia/MCI, 5 exercise professionals, 5 community-dwelling older adults, a VR company for content creation, and a multidisciplinary research team with game designers, engineers, and kinesiology experts.
RESULTS RESULTS
An immersive VR exergame called Seas the Day was jointly designed and developed and it is freely available to be played in state-of-the-art VR headsets (Oculus Quest 1, 2). A model for the triadic interaction (health care institution, industry partner, academia) is also presented to illustrate how different stakeholders contribute to the design of VR exergames that consider/complement complex needs, preferences, and motivators of an underrepresented group of end users.
CONCLUSIONS CONCLUSIONS
This study provides evidence that a collaborative multistakeholder design results in more tailored and context-aware VR games for persons living with dementia. The insights and lessons learned from this research can be used by others to co-design games, including remote engagement techniques that were used during the COVID-19 pandemic.

Identifiants

pubmed: 35044320
pii: v10i1e29987
doi: 10.2196/29987
pmc: PMC8772876
doi:

Types de publication

Journal Article

Langues

eng

Pagination

e29987

Informations de copyright

©John Muñoz, Samira Mehrabi, Yirou Li, Aysha Basharat, Laura E Middleton, Shi Cao, Michael Barnett-Cowan, Jennifer Boger. Originally published in JMIR Serious Games (https://games.jmir.org), 19.01.2022.

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Auteurs

John Muñoz (J)

Department of Systems Design Engineering, University of Waterloo, Waterloo, ON, Canada.

Samira Mehrabi (S)

Department of Kinesiology and Health Sciences, University of Waterloo, Waterloo, ON, Canada.

Yirou Li (Y)

Department of Systems Design Engineering, University of Waterloo, Waterloo, ON, Canada.

Aysha Basharat (A)

Department of Kinesiology and Health Sciences, University of Waterloo, Waterloo, ON, Canada.

Laura E Middleton (LE)

Department of Kinesiology and Health Sciences, University of Waterloo, Waterloo, ON, Canada.

Shi Cao (S)

Department of Systems Design Engineering, University of Waterloo, Waterloo, ON, Canada.

Michael Barnett-Cowan (M)

Department of Kinesiology and Health Sciences, University of Waterloo, Waterloo, ON, Canada.

Jennifer Boger (J)

Department of Systems Design Engineering, University of Waterloo, Waterloo, ON, Canada.

Classifications MeSH