Development and validation of the immersive prototype of the serious game VirtualTer.
Virtual reality; serious game; postural balance; rehabilitation
Introduction: The growing scientific development enables humans to
experience various therapies through new technological resources.
Among these resources is Virtual Reality (VR), which has spread in the
last decade due to technological advancements, allowing individuals to
interact in real-time with a computer-generated reality. Objective: To
develop and validate the immersive prototype of a serious game aimed
at the rehabilitation of seated postural balance. Methodology:
Descriptive study conducted in two stages: 1) Development of the
immersive prototype of a serious game (VirtualTer) focused on seated
postural balance, carried out at the Assistive Educational Technologies
and Multimedia Laboratory at the Federal University of Rio Grande do
Norte (UFRN). This stage involved a series of periodic meetings
involving professionals from game development and physiotherapy; 2)
Content validation of the developed game by gathering the opinions of
11 professionals using the instruments: Dimensions of the content
validation of the serious game VirtualTer and the System Usability
Scale (SUS). Statistical analysis: The data were tabulated and
analyzed using the Statistical Package for the Social Sciences (SPSS)
version 22.0. Sociodemographic variables were analyzed through
descriptive statistics. The Content Validity Index (CVI) was calculated,
the exact binomial distribution test was used, and Cronbach's Alpha
coefficient was calculated. Results: After a period of analysis of the
Oculus Quest (functionality and existing games) and discussions with
the multidisciplinary team, there was a change in the game's
perspective (from third to first person). The game changed its main
objective to "dynamic seated postural balance" with an average
duration of 5 to 7 minutes. Regarding validation, the overall CVI value
was 0.8, indicating a satisfactory value and strong agreement among
evaluators. Cronbach's alpha showed a value of 0.683, corresponding to
moderate internal consistency, indicating the need for future
adjustments in the game. Professionals rated the immersive prototype
with good usability and applicability of the technological resource.
Conclusion: The game is easy to execute and has the potential to be
used as a complement in the treatment of individuals with postural
balance deficits, but adjustments are needed for applicability in clinical
practice. The contributions from different professional perspectives
were crucial for the development of the immersive prototype of
VirtualTer.