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Immersive virtual reality health games: a narrative review of game design

Overview of attention for article published in Journal of NeuroEngineering and Rehabilitation, February 2021
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About this Attention Score

  • In the top 25% of all research outputs scored by Altmetric
  • High Attention Score compared to outputs of the same age (91st percentile)
  • High Attention Score compared to outputs of the same age and source (96th percentile)

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1 news outlet
policy
1 policy source
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19 X users

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401 Mendeley
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Title
Immersive virtual reality health games: a narrative review of game design
Published in
Journal of NeuroEngineering and Rehabilitation, February 2021
DOI 10.1186/s12984-020-00801-3
Pubmed ID
Authors

Gordon Tao, Bernie Garrett, Tarnia Taverner, Elliott Cordingley, Crystal Sun

Abstract

High quality head-mounted display based virtual reality (HMD-VR) has become widely available, spurring greater development of HMD-VR health games. As a behavior change approach, these applications use HMD-VR and game-based formats to support long-term engagement with therapeutic interventions. While the bulk of research to date has primarily focused on the therapeutic efficacy of particular HMD-VR health games, how developers and researchers incorporate best-practices in game design to achieve engaging experiences remains underexplored. This paper presents the findings of a narrative review exploring the trends and future directions of game design for HMD-VR health games. We searched the literature on the intersection between HMD-VR, games, and health in databases including MEDLINE, Embase, CINAHL, PsycINFO, and Compendex. We identified articles describing HMD-VR games designed specifically as health applications from 2015 onwards in English. HMD-VR health games were charted and tabulated according to technology, health context, outcomes, and user engagement in game design. We identified 29 HMD-VR health games from 2015 to 2020, with the majority addressing health contexts related to physical exercise, motor rehabilitation, and pain. These games typically involved obstacle-based challenges and extrinsic reward systems to engage clients in interventions related to physical functioning and pain. Less common were games emphasizing narrative experiences and non-physical exercise interventions. However, discourse regarding game design was diverse and often lacked sufficient detail. Game experience was evaluated using primarily ad-hoc questionnaires. User engagement in the development of HMD-VR health games primarily manifested as user studies. HMD-VR health games are promising tools for engaging clients in highly immersive experiences designed to address diverse health contexts. However, more in-depth and structured attention to how HMD-VR health games are designed as game experiences is needed. Future development of HMD-VR health games may also benefit from greater involvement of end-users in participatory approaches.

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X Demographics

The data shown below were collected from the profiles of 19 X users who shared this research output. Click here to find out more about how the information was compiled.
Mendeley readers

Mendeley readers

The data shown below were compiled from readership statistics for 401 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
Unknown 401 100%

Demographic breakdown

Readers by professional status Count As %
Student > Bachelor 32 8%
Student > Ph. D. Student 31 8%
Student > Master 31 8%
Unspecified 28 7%
Researcher 16 4%
Other 51 13%
Unknown 212 53%
Readers by discipline Count As %
Unspecified 29 7%
Nursing and Health Professions 27 7%
Computer Science 27 7%
Medicine and Dentistry 26 6%
Engineering 17 4%
Other 54 13%
Unknown 221 55%
Attention Score in Context

Attention Score in Context

This research output has an Altmetric Attention Score of 24. This is our high-level measure of the quality and quantity of online attention that it has received. This Attention Score, as well as the ranking and number of research outputs shown below, was calculated when the research output was last mentioned on 10 November 2023.
All research outputs
#1,580,963
of 25,420,980 outputs
Outputs from Journal of NeuroEngineering and Rehabilitation
#51
of 1,414 outputs
Outputs of similar age
#45,718
of 537,452 outputs
Outputs of similar age from Journal of NeuroEngineering and Rehabilitation
#3
of 55 outputs
Altmetric has tracked 25,420,980 research outputs across all sources so far. Compared to these this one has done particularly well and is in the 93rd percentile: it's in the top 10% of all research outputs ever tracked by Altmetric.
So far Altmetric has tracked 1,414 research outputs from this source. They typically receive a little more attention than average, with a mean Attention Score of 7.3. This one has done particularly well, scoring higher than 96% of its peers.
Older research outputs will score higher simply because they've had more time to accumulate mentions. To account for age we can compare this Altmetric Attention Score to the 537,452 tracked outputs that were published within six weeks on either side of this one in any source. This one has done particularly well, scoring higher than 91% of its contemporaries.
We're also able to compare this research output to 55 others from the same source and published within six weeks on either side of this one. This one has done particularly well, scoring higher than 96% of its contemporaries.