Banca de DEFESA: LUANNA BÁRBARA DE ARAÚJO FARIAS

Uma banca de DEFESA de MESTRADO foi cadastrada pelo programa.
STUDENT : LUANNA BÁRBARA DE ARAÚJO FARIAS
DATE: 22/07/2026
TIME: 09:00
LOCAL: Remoto
TITLE:

Content and Usability Validation of a Serious Game Prototype for Immersive
Virtual Reality: A Functional Kinetic Perspective


KEY WORDS:

Immersive Virtual Reality; Serious Games; Validation Study.


PAGES: 72
BIG AREA: Ciências da Saúde
AREA: Fisioterapia e Terapia Ocupacional
SUMMARY:

 ABSTRACT

Introduction: Virtual reality (VR) within the context of serious games
(SGs) has emerged as a promising tool for rehabilitation; however,
there is a scarcity of studies validating SGs in conjunction with kinetic-
functional assessment to promote VR as a therapeutic resource.
Objective: To validate the content of a VR game for upper-limb
rehabilitation in post-stroke individuals and to test its usability with
specialists in therapeutic games, incorporating a kinetic-functional
analysis. Methods: A methodological study on content and usability
employing a mixed-methods (quantitative-qualitative) approach,
involving specialists in computer science and rehabilitation and
incorporating a kinetic-functional analysis. The sample consisted of 15
experts, selected via convenience sampling based on their availability 

to play the game in person. Instruments used included a content
validation form, the System Usability Scale (SUS), and a kinetic-
functional analysis based on the Hedman Model. Data analysis:
Descriptive data are presented as arithmetic mean, standard deviation,
and median, with a 95% confidence interval. Qualitative data are
presented via absolute and relative frequencies within their respective
categories. To validate the game, inter-rater agreement was assessed
using the Content Validity Index (CVI), and internal consistency was
evaluated using Cronbach's alpha. A descriptive analysis of the judges'
comments and a kinetic-functional analysis were also conducted.
Results: An S-CVI of 0.83 and a total Cronbach's alpha coefficient of
0.825 were found, indicating the tool was adequate in terms of content.
Usability scored an average of 91.6 points on the System Usability
Scale (SUS), indicating excellent system usability. Regarding
movement analysis, the constructs were observed by the majority of
judges; however, precision and symptom provocation were the least
observed or were noted with reservations. Discussion: The game's
objective and content domains proved to be the most consistent,
whereas motivation and technical elements prompted more suggestions
for adjustments. Regarding usability, the game achieved an excellent
score, indicating an intuitive interface accessible to diverse user
profiles. The game allowed for the observation of constructs from
Hedman's model, emphasizing the integrated nature of human
movement in performing a functional task. Final considerations:
Virtual Mente proved to be an innovative, suitable, and user-friendly
tool with potential for the rehabilitation of post-stroke individuals with
upper-limb dysfunction. The importance of adjustments and further
studies involving more participants—prioritizing integrated movement
analysis—is highlighted.


COMMITTEE MEMBERS:
Externa à Instituição - CANDICE SIMOES PIMENTA DE MEDEIROS
Interna - 2374822 - FABRICIA AZEVEDO DA COSTA CAVALCANTI
Externa à Instituição - THAIANA BARBOSA FERREIRA PACHECO - UFRN
Notícia cadastrada em: 02/07/2026 10:45
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