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Vestibular rehabilitation potential of commercially available virtual reality video games
BACKGROUND: Peripheral vestibular disorders affect 2.8–6.5% of people. Standard treatment is vestibular rehabilitation therapy, and virtual reality (VR) could improve outcomes. The objective of this study was to identify the commercially available VR video game that is most congruent to vestibular r...
Autores principales: | , , , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
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BioMed Central
2023
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Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC10441749/ https://www.ncbi.nlm.nih.gov/pubmed/37605253 http://dx.doi.org/10.1186/s40463-023-00642-9 |
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author | Heffernan, Austin Booth, Lindsay Fletcher, Roland Nunez, Desmond A. |
author_facet | Heffernan, Austin Booth, Lindsay Fletcher, Roland Nunez, Desmond A. |
author_sort | Heffernan, Austin |
collection | PubMed |
description | BACKGROUND: Peripheral vestibular disorders affect 2.8–6.5% of people. Standard treatment is vestibular rehabilitation therapy, and virtual reality (VR) could improve outcomes. The objective of this study was to identify the commercially available VR video game that is most congruent to vestibular rehabilitation therapy. METHODS: A term search “virtual reality racing” was performed on the App Store in March 2022. Results were screened for free point-of-view racing games compatible with Android and iOS devices. An investigator was filmed playing each game and videos were distributed to 237 physiotherapists. Physiotherapists completed a survey of 5-point Likert scale questions that assessed the video games vestibular rehabilitation potential. Survey responses were analyzed using Friedman Two-Way ANOVA (alpha = 0.05) and paired samples sign test with Bonferroni correction. RESULTS: The search yielded 58 games, 4 were included. Forty physiotherapists participated. VR Tunnel Race (VRTR) and VR Real World Bike Racing (VRWBR) had the greatest vestibular rehabilitation potential (median global scores = 18.00). VRTR replicated habituation exercises significantly (p < 0.001) better than Derby VR, and VRWBR replicated physiotherapist-prescribed exercises significantly (p < 0.001) better than VR X-Racer. There were no discernable significant differences between VRWBR and VRTR. CONCLUSIONS: VRTR and VRWBR are the most congruent VR games to standard vestibular rehabilitation. VRWBR is preferable to VRTR with respect to ease of use and the ability to alter the amount of optokinetic stimulation. Prospective studies are needed to confirm the efficacy of these videos games and to determine if they could be used as solitary treatments. Trial registration: Not applicable. GRAPHICAL ABSTRACT: [Image: see text] |
format | Online Article Text |
id | pubmed-10441749 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2023 |
publisher | BioMed Central |
record_format | MEDLINE/PubMed |
spelling | pubmed-104417492023-08-22 Vestibular rehabilitation potential of commercially available virtual reality video games Heffernan, Austin Booth, Lindsay Fletcher, Roland Nunez, Desmond A. J Otolaryngol Head Neck Surg Original Research Article BACKGROUND: Peripheral vestibular disorders affect 2.8–6.5% of people. Standard treatment is vestibular rehabilitation therapy, and virtual reality (VR) could improve outcomes. The objective of this study was to identify the commercially available VR video game that is most congruent to vestibular rehabilitation therapy. METHODS: A term search “virtual reality racing” was performed on the App Store in March 2022. Results were screened for free point-of-view racing games compatible with Android and iOS devices. An investigator was filmed playing each game and videos were distributed to 237 physiotherapists. Physiotherapists completed a survey of 5-point Likert scale questions that assessed the video games vestibular rehabilitation potential. Survey responses were analyzed using Friedman Two-Way ANOVA (alpha = 0.05) and paired samples sign test with Bonferroni correction. RESULTS: The search yielded 58 games, 4 were included. Forty physiotherapists participated. VR Tunnel Race (VRTR) and VR Real World Bike Racing (VRWBR) had the greatest vestibular rehabilitation potential (median global scores = 18.00). VRTR replicated habituation exercises significantly (p < 0.001) better than Derby VR, and VRWBR replicated physiotherapist-prescribed exercises significantly (p < 0.001) better than VR X-Racer. There were no discernable significant differences between VRWBR and VRTR. CONCLUSIONS: VRTR and VRWBR are the most congruent VR games to standard vestibular rehabilitation. VRWBR is preferable to VRTR with respect to ease of use and the ability to alter the amount of optokinetic stimulation. Prospective studies are needed to confirm the efficacy of these videos games and to determine if they could be used as solitary treatments. Trial registration: Not applicable. GRAPHICAL ABSTRACT: [Image: see text] BioMed Central 2023-08-21 /pmc/articles/PMC10441749/ /pubmed/37605253 http://dx.doi.org/10.1186/s40463-023-00642-9 Text en © The Author(s) 2023 https://creativecommons.org/licenses/by/4.0/Open Access This article is licensed under a Creative Commons Attribution 4.0 International License, which permits use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons licence, and indicate if changes were made. The images or other third party material in this article are included in the article's Creative Commons licence, unless indicated otherwise in a credit line to the material. If material is not included in the article's Creative Commons licence and your intended use is not permitted by statutory regulation or exceeds the permitted use, you will need to obtain permission directly from the copyright holder. To view a copy of this licence, visit http://creativecommons.org/licenses/by/4.0/ (https://creativecommons.org/licenses/by/4.0/) . The Creative Commons Public Domain Dedication waiver (http://creativecommons.org/publicdomain/zero/1.0/ (https://creativecommons.org/publicdomain/zero/1.0/) ) applies to the data made available in this article, unless otherwise stated in a credit line to the data. |
spellingShingle | Original Research Article Heffernan, Austin Booth, Lindsay Fletcher, Roland Nunez, Desmond A. Vestibular rehabilitation potential of commercially available virtual reality video games |
title | Vestibular rehabilitation potential of commercially available virtual reality video games |
title_full | Vestibular rehabilitation potential of commercially available virtual reality video games |
title_fullStr | Vestibular rehabilitation potential of commercially available virtual reality video games |
title_full_unstemmed | Vestibular rehabilitation potential of commercially available virtual reality video games |
title_short | Vestibular rehabilitation potential of commercially available virtual reality video games |
title_sort | vestibular rehabilitation potential of commercially available virtual reality video games |
topic | Original Research Article |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC10441749/ https://www.ncbi.nlm.nih.gov/pubmed/37605253 http://dx.doi.org/10.1186/s40463-023-00642-9 |
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