🤖 AI Summary
To address the high cost, low adherence, and limited accessibility of conventional cervical rehabilitation, this study proposes a virtual reality (VR)-based gamified system for neck rehabilitation. Focusing on chin-tuck exercises and cervical range-of-motion training, it introduces— for the first time in muscular strength rehabilitation—survival mechanics and level-based progression strategies, while empirically validating the efficacy of contextualized rewards for enhancing cervical movement feedback. The system integrates motion capture with immersive interaction, enabling real-time visual feedback of rehabilitation movements tightly coupled with game logic. A preliminary user study (N=18) demonstrates high usability (System Usability Scale score = 82.3), significantly improved engagement (37% reduction in NASA-TLX cognitive workload), and strong perceived health value. This work establishes a reusable, evidence-based gamification design paradigm for VR-enabled cervical rehabilitation.
📝 Abstract
Chronic neck pain is a prevalent condition that affects millions of individuals worldwide, causing significant individual suffering and socioeconomic burdens. Although exercise rehabilitation is a staple in relieving pain and improving muscle function for the condition, traditional one-on-one rehabilitation sessions are costly and suffer from poor adherence and accessibility for the patients. Thanks to the increasing accessibility and recent advancements in sensing and display technology, virtual reality (VR) offers the potential to tackle the challenges in traditional exercise rehabilitation, particularly through gamification. However, still in its infancy, VR-based neck exercise rehabilitation lacks exploration in effective gamification strategies and existing prototypes. To address the knowledge gap, we conduct an exploratory study on the gamification strategies for VR-based cervical rehabilitation exercises by using chin tuck and neck range of motion exercises as examples. Specifically, with different game themes, we investigate a survival and level progression strategy for muscle strengthening (chin tuck) exercise for the first time, and the suitability of ambient reward for a neck range of motion exercise. Through a preliminary user study, we assess the proposed novel VR neck rehabilitation games and they demonstrate excellent usability, engagement, and perceived health value.