Age Differences in Flow Experience During Virtual Reality Rehabilitation Tasks: A Cross-Sectional Study (Preprint) DOI

Shi-yi Tong,

Lixuan Li,

Yuankun Zhang

et al.

Published: April 20, 2025

BACKGROUND Virtual reality (VR) is increasingly applied in rehabilitation training. Flow experience, a critical factor for enhancing user engagement and training efficacy, exhibits age-related differences that are essential designing elderly-friendly tasks. However, current VR systems often overlook subjective experience disparities, leading to insufficient among older adults. OBJECTIVE This study aims explore flow between younger adults during identical tasks provide empirical evidence personalized elderly programs. METHODS We recruited 21 (mean age: 63.00 ± 6.64 years, 10 males) 19 24.68 1.16 9 males). Participants performed the "Space Pop" task Kinect Adventures (simulating limb coordination training) using VR. was measured Chinese version of State Scale-2 (CFSS-2). Group were analyzed via Wilcoxon rank-sum tests. RESULTS Older exhibited significantly lower overall than (p < 0.001, d = 1.45), with significant dimensions "challenge-skill balance" 0.001), "clear goals" 0.044), "sense control" "loss self-consciousness" 0.048). Other (e.g., concentration, time transformation) showed no statistical differences. CONCLUSIONS Age impacts Tailoring designs through dynamic difficulty adjustment, intuitive goal cues, reduced motor demands can enhance adults’ control, immersion, active participation, thereby improving health outcomes.

Language: Английский

Efficacy of virtual reality balance training on rehabilitation outcomes following anterior cruciate ligament reconstruction: A systematic review and meta-analysis DOI Creative Commons

Chao Du,

Ning Yan Gu,

Tianci Guo

et al.

PLoS ONE, Journal Year: 2025, Volume and Issue: 20(1), P. e0316400 - e0316400

Published: Jan. 14, 2025

Objective The objective of this systematic review and meta-analysis is to clarify the rehabilitation efficacy virtual reality (VR) balance training after anterior cruciate ligament reconstruction (ACLR). Methods This was registered in PROSPERO with registration number CRD42024520383. electronic databases PubMed, Web Science, Cochrane Library, MEDLINE, Embase, China National Knowledge Infrastructure, Chinese Biomedical Literature, Science Technology Journal Database, Wanfang Digital Periodical database were systematically searched identify eligible studies from their inception up January 2024. investigated outcomes included International Knee Documentation Committee (IKDC) score, visual analogue scale (VAS), Holden grading, Extensor peak torque (EPT), Flexor (FPT), knee reaction time, reproduction angle difference. pooled mean difference (MD) 95% confidence intervals (CIs) calculated using random-effects model. Results Six RCTs a total 464 patients unilateral ACLR for 8–12 weeks VR intervention. Analysis results showed that compared conventional control group, group significantly improved score (MD = 3.88, 95%CI: 0.95~6.81), grading 0.42, 0.33~0.51), (EPT) 12.03, 3.28~20.78)and (FPT) 14.57, 9.52~19.63) postoperative patients, reduced time -0.30, -0.35~-0.25), at 30° -0.88, -1.16~-0.61), 60° -0.80, -1.09~-0.50), VAS -0.52, -0.65~-0.39). Conclusion Since many are based on low—or very—low—quality evidence, although show certain trend, conclusion has great uncertainty. In following lower—limb training, application might be advantageous recovery patients’ joint function, muscle strength, proprioception, pain management. level immersion may influence outcome. Because limitations data quality heterogeneity as well small sample size, strength conclusions weakened. These findings should verified further large-scale prospective studies.

Language: Английский

Citations

1

Age Differences in Flow Experience During Virtual Reality Rehabilitation Tasks: A Cross-Sectional Study (Preprint) DOI

Shi-yi Tong,

Lixuan Li,

Yuankun Zhang

et al.

Published: April 20, 2025

BACKGROUND Virtual reality (VR) is increasingly applied in rehabilitation training. Flow experience, a critical factor for enhancing user engagement and training efficacy, exhibits age-related differences that are essential designing elderly-friendly tasks. However, current VR systems often overlook subjective experience disparities, leading to insufficient among older adults. OBJECTIVE This study aims explore flow between younger adults during identical tasks provide empirical evidence personalized elderly programs. METHODS We recruited 21 (mean age: 63.00 ± 6.64 years, 10 males) 19 24.68 1.16 9 males). Participants performed the "Space Pop" task Kinect Adventures (simulating limb coordination training) using VR. was measured Chinese version of State Scale-2 (CFSS-2). Group were analyzed via Wilcoxon rank-sum tests. RESULTS Older exhibited significantly lower overall than (p < 0.001, d = 1.45), with significant dimensions "challenge-skill balance" 0.001), "clear goals" 0.044), "sense control" "loss self-consciousness" 0.048). Other (e.g., concentration, time transformation) showed no statistical differences. CONCLUSIONS Age impacts Tailoring designs through dynamic difficulty adjustment, intuitive goal cues, reduced motor demands can enhance adults’ control, immersion, active participation, thereby improving health outcomes.

Language: Английский

Citations

0