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A Survey on AR/VR Games for Mental and Physical Public Health
Blekinge Institute of Technology, Faculty of Computing, Department of Computer Science.ORCID iD: 0000-0003-3520-3302
Blekinge Institute of Technology, Faculty of Computing, Department of Computer Science.ORCID iD: 0000-0002-3283-2819
Blekinge Institute of Technology, Faculty of Computing, Department of Computer Science.ORCID iD: 0000-0003-3639-9327
2021 (English)In: Proceedings of the eTELEMED, International Academy, Research and Industry Association (IARIA), 2021, p. 50-58Conference paper, Published paper (Other academic)
Abstract [en]

The use of augmented and virtual reality (AR/VR) has recently been increased in various people’s work and life. The combination of technology with digital games have recently received much attention. The 2020 Augmented and Virtual Reality Survey Results report by Perkins Coie, XR Association, and Boost VC, pointed out that immersive techniques are leaving from laboratory research and theoretical applications and growing upas fully mature and income-generating marketplaces. Except forgames and entertainment, the most common area reported was healthcare and medical devices from immersive technologies, followed by education. The survey presented in this paper explores the usage, perceived benefits and problems of AR/VR games for mental or physical health. It also highlights future features that users would see as relevant in these applications. Through an online questionnaire, we found examples of used AR/VR games and their usage frequency, the user’s perception of their mental or physical health benefits and problems, and the prospects to physical and mental health for AR/VR games. This study is helpful for researchers and developers both in computer science and medical science. It provides people with examples of existing consumer-level products, their advantages and disadvantages, and AR/VR games’ requirements relevant to mental and physical health. In future work, the survey sample size would be extended to collect additional user experience data and further explore the challenges and opportunities of such techniques for public health.

Place, publisher, year, edition, pages
International Academy, Research and Industry Association (IARIA), 2021. p. 50-58
Series
International Conference on eHealth, Telemedicine, and Social Medicine (eTELEMED), ISSN 2308-4359
Keywords [en]
Virtual reality, augmented reality, public health, games, survey
National Category
Computer Sciences
Identifiers
URN: urn:nbn:se:bth-27245ISBN: 978-1-61208-872-3 (print)OAI: oai:DiVA.org:bth-27245DiVA, id: diva2:1921263
Conference
The Thirteenth International Conference on eHealth, Telemedicine, and Social Medicine, 18-22 July 2021, Nice.
Available from: 2024-12-13 Created: 2024-12-13 Last updated: 2025-09-30Bibliographically approved
In thesis
1. Application and Evaluation of Extended Reality Games in Healthcare
Open this publication in new window or tab >>Application and Evaluation of Extended Reality Games in Healthcare
2024 (English)Doctoral thesis, comprehensive summary (Other academic)
Abstract [en]

Since the term ’human-computer interaction’ was first used in the 1970s, the way humans interact with computers has become diverse. Immersive technologies provide an interactive way to merge the physical and digital worlds. Among immersive technologies collectively referred to as extended reality (XR), virtual reality (VR) is one of the main types. In the industrial market, most of the investment in immersive technology was concentrated in the gaming industry, and healthcare-related applications were also at the forefront. Lack of consumer demand and user experience issues were among the main challenges of popularisation. With this background, this dissertation used the literature review and survey to understand the development status, opportunities, challenges, and evaluation of XR games in healthcare from academic and consumer perspectives. Based on these results, this dissertation designed and implemented an indoor VR rowing game for physical exercise aimed at the elderly and conducted a questionnaire-based test on this game. This small-scale test is a pilot study to test the experimental environment, equipment and methods, as well as collect feedback on the game and research. Based on this feedback and the problems found in the pilot study, this dissertation improved the experimental design and the game settings and conducted a large-scale formal experiment. This experiment tested the subjective evaluation method based on standardised scales and the objective evaluation based on biosensors in VR rowing games. This dissertation explored user preferences on real devices, postures, and game tasks and studied the impact of age on them. This dissertation provides a reference value for researchers and developers in related work: 1) the current status and trends of XR game applications and evaluation in the health fields from academic and industrial perspectives, 2) attempting to provide solutions to the lack of VR games for elderly users, and 3) trying to provide subjective and objective evaluation methods for user experience evaluation as well as exploration of user preferences.

Place, publisher, year, edition, pages
Karlskrona: Blekinge Tekniska Högskola, 2024. p. 193
Series
Blekinge Institute of Technology Doctoral Dissertation Series, ISSN 1653-2090 ; 2024:12
Keywords
extended reality, augmented reality, virtual reality, mixed reality, game, gamification, healthcare, biofeedback evaluation, eye tracking, galvanic skin response, heart rate
National Category
Computer Sciences
Research subject
Computer Science
Identifiers
urn:nbn:se:bth-27036 (URN)978-91-7295-485-4 (ISBN)
Public defence
2025-01-28, J1630, BTH, Valhallavägen 1, Karlskrona, 09:00 (English)
Opponent
Supervisors
Available from: 2024-12-16 Created: 2024-12-13 Last updated: 2025-09-30Bibliographically approved

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Fu, YuHu, YanSundstedt, Veronica

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Citation style
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