Title: Development and feasibility testing of a back extension-glide virtual reality game for low-back pain

Authors: Chidozie Emmanuel Mbada; Ayomide Johnson Salami; Olumide O. Dada; Ishaya Peni Gambo; Adesola C. Odole; Adeyemi Sunday Adejumobi; Funminiyi Sunday Olatoye; Moses Oluwatosin Makinde; Olukemi Bateye; Francis A. Fatoye

Addresses: Department of Medical Rehabilitation, College of Health Sciences, Obafemi Awolowo University, Ile-Ife, Nigeria ' Department of Medical Rehabilitation, College of Health Sciences, Obafemi Awolowo University, Ile-Ife, Nigeria ' Department of Physiotherapy, Faculty of Clinical Sciences, College of Medicine, University of Ibadan, Nigeria ' Department of Computer Science and Engineering, Faculty of Technology, Obafemi Awolowo University, Ile-Ife, Nigeria ' Department of Physiotherapy, Faculty of Clinical Sciences, College of Medicine, University of Ibadan, Nigeria ' Department of Medical Rehabilitation, College of Health Sciences, Obafemi Awolowo University, Ile-Ife, Nigeria ' Department of Medical Rehabilitation, College of Health Sciences, Obafemi Awolowo University, Ile-Ife, Nigeria ' Department of Medical Rehabilitation, College of Health Sciences, Obafemi Awolowo University, Ile-Ife, Nigeria ' Department of Medical Rehabilitation, College of Health Sciences, Obafemi Awolowo University, Ile-Ife, Nigeria ' Department of Health Professions, Faculty of Health, Psychology and Social Care, Manchester Metropolitan University, Birley Fields Campus, Bonsall Street, Manchester, M15 6GX, UK

Abstract: Development and feasibility testing of a Kinect Xbox operated non-immersive back extension-glide virtual reality game (BE-G VRG) was carried out among 42 patients with chronic low-back pain. Feasibility of the BE-G VRG was explored using system usability scale and gaming experience questionnaire and game user experience satisfaction scale (GUESS). The visual analogue scale (VAS) was used to assess pain intensity. Participants' VAS score was 5.02 ± 1.94. The GUESS' game user experience of the BE-G VRG on a scale of 0 to 7, was 5.66 ± 0.86, 5.41 ± 1.03, 5.40 ± 0.957 and 5.37 ± 0.970 for game audio aesthetics, engrossment, game usability, personal gratification and visual aesthetics respectively. Audio level (77.5%) and visual aesthetics (62.5%) were the top rated game usability experience; and system usability and enjoyment scores were 54.9 ± 7.76 (out of 100) and 4.23 ± 0.53 (out of 5). The BE-G VRG has moderate to high usability, satisfaction and game experience among patients with moderate intensity chronic low-back pain.

Keywords: virtual reality games; VRG; low-back pain; LBP; rehabilitation.

DOI: 10.1504/IJTMCP.2020.104896

International Journal of Telemedicine and Clinical Practices, 2020 Vol.3 No.3, pp.243 - 256

Received: 10 Jul 2019
Accepted: 02 Oct 2019

Published online: 31 Jan 2020 *

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