DOI: 10.1177/02692155251371435 ISSN: 0269-2155

Validity, safety, usability, and user experience of virtual reality gamified home-based exercises in stroke

Hatem Lazem, David Harris, Abi Hall, Maedeh Mansoubi, Rodrigo Garcia Pontes, Carlos Bandeira de Mello Monteiro, Luciano Vieira de Araújo, Sarah E Lamb, Helen Dawes

Objective

This study adopted a novel approach to exploring the content validity, safety, usability, and user experiences of different games for telerehabilitation purposes from the perspective of physiotherapists and stroke survivors.

Design

A cross-sectional content validity and usability study.

Setting

Lab and online.

Participants

23 participants were recruited; 11 neuro-physiotherapists and 12 chronic stroke survivors.

Outcomes

Content validity and safety were assessed using a bespoke state evaluation questionnaire. The usability was evaluated using the system usability scale (SUS) and user experience questionnaire (UEQ). House of Quality analysis was conducted to identify the priority aspects for improvement.

Results

Physiotherapists perceived the usability of the games as good to excellent for three games, median SUS = 80%, and poor for two games SUS < 68%. Three games had a mean average content validity index (CVI) > 0.8, and all games were safe to be administrated at home; mean CVI-safety item = 0.90. Stroke survivors with Fugl-Meyer Assessment of Upper Extremity function mean (SD) = 41(19.4), and mild to moderate spasticity perceived usability as very good to excellent for four games (median SUS = 85%). UEQ scale showed good to excellent acceptance among most of the games. House of Quality analysis revealed that clear instructions, avatar quality, motivational exercise scenarios, and clinical assessment tools are important criteria that should be considered throughout the development.

Conclusion

This study demonstrated the value of exploring patient and physiotherapist perspectives for better telerehabilitation interventions co-development. Clinical trials should be conducted after further refinement of the games to investigate their feasibility and potential efficacy as a telerehabilitation tool for arm and balance training.

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