Year
2024
Student
Preeti Jha
Project
Stroke Recovery Quest: Gamified VR Experiences for Enhanced Rehabilitation
Tagged
VR, engagement, gamification, rehabilitation, user experience design
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What?
The use of virtual reality (VR) and gamification strategies to improve
stroke rehabilitation is the focus of this study. The primary research
question investigates how gamification and virtual reality (VR) can be
used to enhance patient engagement and the efficacy of stroke
survivors' rehabilitation techniques. As part of the project, a VR
therapeutic application was conceptualized, with an emphasis on
crafting an engaging user experience (UX) that is customized to meet
the needs of each patient and the therapy goal.

Why?
This subject was selected because stroke affects millions of people
worldwide each year and causes long-term problems. The initiative is
relevant because it addresses the issues of patient motivation and
adherence in conventional stroke rehabilitation programmes, which
frequently witness declining participation over time. Virtual reality
and gamification possess the capacity to revolutionize rehabilitation
by enhancing its effectiveness, personalization, and engagement. This
could lead to better functional outcomes and increased patient
motivation. Additionally, the project is in line with the need for
creative solutions in the healthcare industry, especially in nations like
Norway where stroke rates survival are high and there is an urgent
need for cost-effective rehabilitation options because of healthcare
workforce shortages.

How?
A mixed-method research methodology was used for the project,
including quantitative and qualitative data and feedback. Techniques
included semi-structured interviews with neurologists and game
designers, direct self-testing of VR applications, observational studies
conducted at VR Hub workshops, and secondary research to lay the
theoretical groundwork. Fornix, a prominent partner in the
development of VR medicinal applications, was one of the
collaborators. The MoSCoW matrix for ideation prioritization and the
Octalysis framework for user interaction analysis served as the
research's compass. The materials created include a conceptual game
prototype to assess possible gains in patient engagement and
rehabilitation efficacy, as well as a customized Dashboard system for
customizing game features to specific therapy goals.