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

Xiaochen Zhang, Lanxin Hui, Muge Li, Jiajing Huang, Chengyuan Chen, Yunping Yang, Fuchuan Song, Fei Hu and Ding-Bang Luh
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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

IJERPH, 2022, vol. 19, issue 7, 1-16

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.

Keywords: flow; lower-limb disability; rehabilitation; rock-climbing; virtual reality sports (search for similar items in EconPapers)
JEL-codes: I I1 I3 Q Q5 (search for similar items in EconPapers)
Date: 2022
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