
1st STUDENT SCIENTIFIC CONFERENCE OF THE BRAZILIAN ASSOCIATION FOR RESEARCH AND POSTGRADUATE IN PHYSIOTHERAPY (ABRAPG-FT)
Mais dadosParkinson's disease (DP) is a chronic, neurodegenerative, and progressive disease that affects the central nervous system, compromising motor and cognitive functions, which impact quality of life and activities of daily living. Physiotherapy has explored virtual reality games as a therapeutic modality in neurorehabilitation through exergames, which are games that require body movement. However, there is still no consensus regarding the selection of immersive virtual reality (RVI) exergames aimed at training upper limbs (MMSS), making it necessary to explore innovative and immersive approaches.
ObjectivesThis study aimed to evaluate the feasibility and usability of selected exergames in Quest 2, prioritizing cognitive and motor aspects aimed at upper limbs in individuals with PD.
MethodsThis is a quasi-experimental longitudinal clinical trial to assess the usability and feasibility of RVI games using Quest 2 in individuals with DP. A sample of 10 people diagnosed with DP, stable in relation to dopaminergic medication, in stages I to III of the Hoehn & Yahr classification, between 40 and 85 years old, with normal or corrected visual and auditory acuity and a minimum education of 4 years of formal study. 4 games were carefully selected: FIT-XR, Fruit Ninja VR, Beat Saber and Final Soccer. The interventions took place in two sessions with an interval of 30 minutes between them. The level of safety in using Quest 2 was assessed using the Simulator Sickness Questionnaire (SSQ) and the usability of the system was assessed using the System Usability Scale (SUS); user experience was evaluated with the Game Experience Questionnaire (GEQ). Finally, the evolution of learning in games was evaluated according to the scores registered in each session.
ResultsThere were no complications during the consultations, the score related to the appearance of side effects in the SSQ was minimal (9.3), indicating no symptoms that prevented the continuation of the training. The games were approved according to the scores obtained in the GEQ (negative experiences 0.5/4, tiredness 0.25/4, and positive experiences 3.85/4). The usability of the system was considered approved with excellence by the SUS (94.5/100). Total scores between attempts in games steadily increased even after the 30-minute break.
ConclusionThe results obtained suggest the usability and feasibility of Quest 2, in addition to the existence of a therapeutic potential for the four games, being necessary; however, studies with longer training time and with larger samples confirm these preliminary results.
ImplicationsThe results of this study indicate progress in the use of exergames, with Quest 2 having the potential to be another resource in the therapeutic management of PD; this was a pilot study that could serve as a basis to consolidate evidence that will guide physiotherapists in the use of devices for immersive virtual reality in an efficient, safe, comfortable, and innovative way.
Conflict of interest: The authors declare no conflict of interest.
Acknowledgment: We are grateful for the promotion of the Deanship of Research and Innovation and the Deanship of Graduate Studies at UnB (Edital n.03/2020-SEI: 23106.058845/2020-63) and to Conselho Nacional de Desenvolvimento Científico e Tecnológico (CNPq)
Ethics committee approval: Ethics and Research Committee of the Faculty of Ceilândia of the University of Brasília (UnB), nº 5.901.014.