Subject Review: Facilitating clinical decision-making about the use of virtual reality within paediatric motor rehabilitation: Describing and classifying virtual reality systems
Galvin, J., & Levac, D.
Developmental Rehabilitation,, April 2011; 14(2): 112-122
Link to abstract: informahealthcare.com/doi/abs/10.3109/17518423.2010.535805
Objective: to describe and categorize VR game systems using characteristics relevant to paediatric rehabilitation.
Method: Literature search followed by paper review. Descriptive process to develop classification framework. Based on articles on seven virtual reality game systems: Dance Dance Revolution, EyeToy, IREX by Gesturetek, Pediatric Intensive Therapy System (PITS), PlayStation 3 sensor glove and WiiFit.
Findings: All VR systems possessed three features: they require the player to move in space, they offer an exactly reproduced environment for repeated practice and provide augmented feedback.
A descriptive table is provided to identify the characteristics of each game. The classification system identifies five game characteristics and two variables in user ability that the games should accommodate.
- Game should have properties that are relevant to therapists and that can be both manipulated and measured.
- Games should target various body movements; it’s best if these can be assessed for quality of movement.
- Motor demands of the games should change independently from cognitive demands.
- Users should be able to play without fine motor control, and VR games accommodate both sitting or standing positions.