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Design to Assist Better Youthhood for Adolescents with Lower-Limb Disability through Virtual Reality Sports

Author

Listed:
  • Xiaochen Zhang

    (Department of Industrial Design, Guangdong University of Technology, Guangzhou 510090, China)

  • Lanxin Hui

    (Department of Industrial Design, Guangdong University of Technology, Guangzhou 510090, China)

  • Muge Li

    (Department of Industrial Design, Guangdong University of Technology, Guangzhou 510090, China)

  • Jiajing Huang

    (Department of Industrial Design, Guangdong University of Technology, Guangzhou 510090, China)

  • Chengyuan Chen

    (Department of Industrial Design, Guangdong University of Technology, Guangzhou 510090, China)

  • Yunping Yang

    (Department of Industrial Design, Guangdong University of Technology, Guangzhou 510090, China)

  • Fuchuan Song

    (F11X Silicon Photonics Process Development, Intel Corporation, Albuquerque, NM 87124, USA)

  • Fei Hu

    (College of Design and Innovation, Tongji University, Shanghai 200082, China)

  • Ding-Bang Luh

    (Department of Industrial Design, Guangdong University of Technology, Guangzhou 510090, China)

Abstract

Background: Youths with lower limb dysfunction display low levels of sports participation, which limits their growth and self-development, both physically and mentally. Recently, VR technology has proven its profound value in the psychological evaluation and treatment, rehabilitation, and immersive training of people in need. We have proposed, designed, and developed a VR rock-climbing game for youths with lower-limb dysfunction that allows them to engage in enjoyable and purposeful in-game tasks that simultaneously bring about intensive real-world exercise. Methods: Pilot studies were conducted on college students whose lower limbs were fixed to chairs. Heart rate monitoring, a flow questionnaire, interviews, and observation were conducted for each participant to evaluate the impact of the VR rock-climbing game. The collected data were trimmed on the basis of Cronbach’s alpha and corrected item–total correlation (CITC) to guarantee the data’s reliability. Results: The average value of each flow experience dimension was greater than 4 (0.76 < SD < 0.91). According to the flow-based analysis and the whole-process feeling distribution (WPFD), the evaluated study brought about the participants’ happiness and a sense of mastery and achievement. Conclusions: By bringing about a deep and enjoyable immersion in VR, it remarkably promotes the participants’ intention to participate in exercises.

Suggested Citation

  • Xiaochen Zhang & Lanxin Hui & Muge Li & Jiajing Huang & Chengyuan Chen & Yunping Yang & Fuchuan Song & Fei Hu & Ding-Bang Luh, 2022. "Design to Assist Better Youthhood for Adolescents with Lower-Limb Disability through Virtual Reality Sports," IJERPH, MDPI, vol. 19(7), pages 1-16, March.
  • Handle: RePEc:gam:jijerp:v:19:y:2022:i:7:p:3985-:d:780954
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    References listed on IDEAS

    as
    1. Jiali Qian & Daniel J. McDonough & Zan Gao, 2020. "The Effectiveness of Virtual Reality Exercise on Individual’s Physiological, Psychological and Rehabilitative Outcomes: A Systematic Review," IJERPH, MDPI, vol. 17(11), pages 1-17, June.
    2. Chin-Lung Hsu, 2010. "Exploring the Player Flow Experience in E-Game Playing," International Journal of Technology and Human Interaction (IJTHI), IGI Global, vol. 6(2), pages 47-64, April.
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