Cargando…

Virtual reality experiences, embodiment, videogames and their dimensions in neurorehabilitation

BACKGROUND: In the context of stroke rehabilitation, new training approaches mediated by virtual reality and videogames are usually discussed and evaluated together in reviews and meta-analyses. This represents a serious confounding factor that is leading to misleading, inconclusive outcomes in the...

Descripción completa

Detalles Bibliográficos
Autor principal: Perez-Marcos, Daniel
Formato: Online Artículo Texto
Lenguaje:English
Publicado: BioMed Central 2018
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC6258149/
https://www.ncbi.nlm.nih.gov/pubmed/30477527
http://dx.doi.org/10.1186/s12984-018-0461-0
_version_ 1783374450901647360
author Perez-Marcos, Daniel
author_facet Perez-Marcos, Daniel
author_sort Perez-Marcos, Daniel
collection PubMed
description BACKGROUND: In the context of stroke rehabilitation, new training approaches mediated by virtual reality and videogames are usually discussed and evaluated together in reviews and meta-analyses. This represents a serious confounding factor that is leading to misleading, inconclusive outcomes in the interest of validating these new solutions. MAIN BODY: Extending existing definitions of virtual reality, in this paper I put forward the concept of virtual reality experience (VRE), generated by virtual reality systems (VRS; i.e. a group of variable technologies employed to create a VRE). Then, I review the main components composing a VRE, and how they may purposely affect the mind and body of participants in the context of neurorehabilitation. In turn, VRS are not anymore exclusive from VREs but are currently used in videogames and other human-computer interaction applications in different domains. Often, these other applications receive the name of virtual reality applications as they use VRS. However, they do not necessarily create a VRE. I put emphasis on exposing fundamental similarities and differences between VREs and videogames for neurorehabilitation. I also recommend describing and evaluating the specific features encompassing the intervention rather than evaluating virtual reality or videogames as a whole. CONCLUSION: This disambiguation between VREs, VRS and videogames should help reduce confusion in the field. This is important for databases searches when looking for specific studies or building metareviews that aim at evaluating the efficacy of technology-mediated interventions.
format Online
Article
Text
id pubmed-6258149
institution National Center for Biotechnology Information
language English
publishDate 2018
publisher BioMed Central
record_format MEDLINE/PubMed
spelling pubmed-62581492018-11-29 Virtual reality experiences, embodiment, videogames and their dimensions in neurorehabilitation Perez-Marcos, Daniel J Neuroeng Rehabil Commentary BACKGROUND: In the context of stroke rehabilitation, new training approaches mediated by virtual reality and videogames are usually discussed and evaluated together in reviews and meta-analyses. This represents a serious confounding factor that is leading to misleading, inconclusive outcomes in the interest of validating these new solutions. MAIN BODY: Extending existing definitions of virtual reality, in this paper I put forward the concept of virtual reality experience (VRE), generated by virtual reality systems (VRS; i.e. a group of variable technologies employed to create a VRE). Then, I review the main components composing a VRE, and how they may purposely affect the mind and body of participants in the context of neurorehabilitation. In turn, VRS are not anymore exclusive from VREs but are currently used in videogames and other human-computer interaction applications in different domains. Often, these other applications receive the name of virtual reality applications as they use VRS. However, they do not necessarily create a VRE. I put emphasis on exposing fundamental similarities and differences between VREs and videogames for neurorehabilitation. I also recommend describing and evaluating the specific features encompassing the intervention rather than evaluating virtual reality or videogames as a whole. CONCLUSION: This disambiguation between VREs, VRS and videogames should help reduce confusion in the field. This is important for databases searches when looking for specific studies or building metareviews that aim at evaluating the efficacy of technology-mediated interventions. BioMed Central 2018-11-26 /pmc/articles/PMC6258149/ /pubmed/30477527 http://dx.doi.org/10.1186/s12984-018-0461-0 Text en © The Author(s). 2018 Open AccessThis article is distributed under the terms of the Creative Commons Attribution 4.0 International License (http://creativecommons.org/licenses/by/4.0/), which permits unrestricted use, distribution, and reproduction in any medium, provided you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons license, and indicate if changes were made. The Creative Commons Public Domain Dedication waiver (http://creativecommons.org/publicdomain/zero/1.0/) applies to the data made available in this article, unless otherwise stated.
spellingShingle Commentary
Perez-Marcos, Daniel
Virtual reality experiences, embodiment, videogames and their dimensions in neurorehabilitation
title Virtual reality experiences, embodiment, videogames and their dimensions in neurorehabilitation
title_full Virtual reality experiences, embodiment, videogames and their dimensions in neurorehabilitation
title_fullStr Virtual reality experiences, embodiment, videogames and their dimensions in neurorehabilitation
title_full_unstemmed Virtual reality experiences, embodiment, videogames and their dimensions in neurorehabilitation
title_short Virtual reality experiences, embodiment, videogames and their dimensions in neurorehabilitation
title_sort virtual reality experiences, embodiment, videogames and their dimensions in neurorehabilitation
topic Commentary
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC6258149/
https://www.ncbi.nlm.nih.gov/pubmed/30477527
http://dx.doi.org/10.1186/s12984-018-0461-0
work_keys_str_mv AT perezmarcosdaniel virtualrealityexperiencesembodimentvideogamesandtheirdimensionsinneurorehabilitation