Table 2.
Author | Year | Display and interaction technology | Intended health context and end-users | Game design summary |
---|---|---|---|---|
Gobron et al. [50] | 2015 | HMD + Lower Limb Haptic Robot | Lower limb rehabilitation for post-stroke patients; varied ages from kids to seniors |
Four mini games with limited detail Gate Crossing M: Use feet to pilot spaceship through gates A: “Young space pilot learning to use a spaceship” BikeRehab M: Pedaling; pizza to deliver; obstacles in path; 2D side-scrolling world; score A: Be a great pizza delivery boy BeTheBall M: Leg press to move ball; “ghost” of best performance A: Racing through different outdoor environments as a ball, challenge to get highest score PicsWalk M: Walking motion to navigate; take photos A: Being a photographer walking through a beautiful forest full of wildlife and plants Motivation: Users motivated by playing games of interest NS: Narrative, Guidance |
Shaw et al. [55] | 2015 | HMD + Skeletal Tracking + Cycle | Physical exercise for sedentary/overweight adults (implicit) |
Cycling Obstacle Course M: Cycling forward and steering using body leaning through a branched course with more or fewer obstacles and reward objects; scoring based on speed, distance, and rewards collected; fixed number of lives D: Tensions between choosing speed vs avoiding obstacles and risk vs reward A: Overcoming a challenging obstacle course as fast as possible Motivation: Based on challenge, scoring, moment-moment choice in branches, non-repetitive play Guidance: Game explained by researchers NS: Narrative |
Gromala et al. [48] | 2016 | HMD | Pain relief for persons with acute and chronic pain |
Mobius Floe M: movement along a “rail” path, encounters with hostile “Neuron Trees” and helpful characters to interact with; varied projectiles; health packs and health points; shoot medication with different effects D: Defend against neuron trees in a “time-sensitive manner”; measured use of medication on Neuron Trees A: Be immersed and journey through an exciting snowy world; overcome challenges symbolizing pain experiences Motivation: The multisensory experience with high interactivity and thematic narrative helps to achieve immersive engagement; health points motivates focus on game tasks Guidance: In-game tutorial |
Ijaz et al. [63] | 2016 | HMD + Skeletal Tracking + Cycle | Older vs younger adults and physical exercise |
Two variants of a game: competitive, affiliative M: City environment with a map, compass, and using pedalling to navigate; competitive version involves guessing landmarks, scores based on performance, leaderboard, and levels; affiliative version involves audio descriptions of landmarks, taking photos, and a photo album D: Competitive: plan efficient route, predict landmarks, beat own/others’ scores, explore the city Affiliative: go to all landmarks, craft collection of photos A: Competitive: find your way in a strange city and be the best at it; Affiliative: Being a cycling tourist Motivation: Based on self-determination theory; competitive vs affiliative play Guidance: In-game tutorial NS: Narrative |
Lv et al. [65] | 2016 | HMD + Microphone | Persons with dysphonia/presbyphonia |
Space Flight Game M: Voice pitch and loudness controls elevation of a spaceship moving amongst planets as obstacles; score at end D: Avoid planets as long as possible A: Steering a 2D side-scrolling spaceship Guidance: Clinician guidance NS: Motivation, Narrative; vague mention of “game stories” |
Thomas et al. [71] | 2016 | HMD + Skeletal Tracking (marker-based) | Movement promotion for persons with kinesiophobia |
Dodgeball Game M: Player holding ball on dodgeball court against opposing computer players who launch balls at player at variable heights; incoming balls are coloured to indicate action to block or dodge; scoreboard D: Focused on reacting quickly to block or dodge, pre-positioning, beating own score A: Be an untouchable dodgeball player; improve at dodging and blocking Guidance: practice level to introduce mechanics NS: Motivation, Narrative |
Tuveri et al. [49] | 2016 | HMD + Skeletal Tracking + Cycle | Physical exercise for a general audience (implicit) |
Rift-a-bike M: Player pedals at varying speeds through three levels of a city bike tour: warm-up, exercise, cool-down; players rewarded with experience, skill, and karma points for performance and actions; challenge missions present objectives; Rabbit to follow; coins along cycling path D: Chase the rabbit and collect as many coins as possible. Complete missions A: A city cyclist taking on missions that make up the “game plot”; challenge of improving your score. Build your prize collection Motivation: Reward mechanics provide motivation for playing; rabbit is a persistent objective and relative position provides performance feedback NS: Guidance |
Howes et al. [75] | 2017 | HMD + Skeletal Tracking | Strength and balance training for older adults at risk of falling |
Several Minigames; limited detail NS: Motivation, Rewards, Narrative, Guidance |
Nielsen et al. [67] | 2017 | HMD + Hand Motion Controllers | Persons with lower limb amputation and phantom limb pain |
Two games; limited detail Shape Game M: foot positioning tracked by controller strapped to feet, incoming shapes, and points awarded for matching feet position to shape Slingshot Game M: Slingshot manipulated using feet, targets to shoot, points awarded NS: Motivation, Narrative, Guidance |
Ambron et al. [58] | 2018 | HMD + Lower Limb IMU Sensors | Persons with lower limb amputation and phantom limb pain |
Three games adapted: Chess, Checkers, and Quest for Fire Quest for Fire M: Boxes and other objects for overcoming obstacles in each level of a labyrinth D: Players could create the best routes for navigating through the labyrinth A: Escape the labyrinth Motivation: Authors used “rich virtual environments” to increase motivation NS: Rewards, Narrative, Guidance not specified |
Avola et al. [56] | 2018 | HMD + Skeletal Tracking + Hand Tracking | Upper limb rehabilitation for persons with neuromotor impairments |
VRheab, limited detail Some mechanics involving finger pinching and raising knees NS: Rewards, Narrative, Guidance |
Caggianese et al. [53] | 2018 | HMD | Cognitive training for persons with Alzheimer’s disease and mild cognitive impairment |
Activities of Daily Living based scenarios involving motion and memory tasks; limited detail Motivation: Customized difficulty level by clinician and encouragement to do tasks on their own Guidance: Clinician guided NS: Rewards, Narrative |
Czub and Piskorz [59] | 2018 | HMD | Treatment of acute pain |
M: Sphere avatar, steering, obstacle red sphere, reward white sphere D: Collect as many points as possible by hitting white spheres and avoiding red spheres A: Challenge of getting a high score Guidance: practice phase of experiment NS: Motivation, Narrative |
Eisapour et al. [78] | 2018 | HMD + Hand Motion Controllers | Physical Exercise for persons with dementia |
Untitled Exergame M: Interactions based on neck, shoulder, and arm movement; tasks involving objects to reach for and place; placing tasks adjustable for range of motion; farm-related objects D: Four scenarios: follow the butterfly with head; lift apple boxes; sort fruit; row the boat A: Doing calm things on a pleasant farm Guidance: Pre-recorded instructions for each scenario and task NS: Motivation, Rewards, Narrative |
Huang et al. [61] | 2018 | HMD + Robotic Arm | Upper Limb Rehabilitation (Stroke) |
SpaceWar 3D M: Control spaceship position; incoming meteorites; shoot missiles; enemy spaceships; score based on time and number of enemies shot down D: Dodge meteorites, target and shoot spaceships; tensions between avoiding collisions and targeting enemies A: Being an ace space combat pilot Motivation: Dynamic objects and audio as feedback that increases engagement NS: Guidance, Narrative |
Lee and Kim [64] | 2018 | HMD | Binocularity stimulation for children with residual amblyopia |
Ice Cream Truck M: Running kids; throwable ice cream; difficulty level D: Hit as many kids with ice cream as you can A: Feeding all the kids ice cream NS: Motivation, Rewards, Narrative, Guidance |
Mihajlovic et al. [66] | 2018 | HMD | Neck Pain Rehabilitation |
Untitled Exergame; multiple scenarios M: Track objects with head motion; butterfly target; net to catch butterfly; score based on caught butterflies and movement quality; different levels D: Catch as many butterflies as possible, quickly and accurately A: Be a butterfly catcher in realistic indoor environments Motivation: Realistic immersive environment with butterfly as objective and feedback NS: Narrative, Guidance |
Piskorz and Czub [68] | 2018 | HMD | Acute Pediatric Pain and Stress |
Untitled game based on “Multiple Object Tracking paradigm”; limited detail M: Flashing elements, scenes where flashed elements are located, head movement to control game; difficulty level D: Memorize and find the flashed elements Guidance: Two 10–15 min training scenes NS: Rewards, Narrative |
Proffitt et al. [69] | 2018 | HMD + Skeletal Tracking | Stroke Motor Rehabilitation (Full body) |
Mystic Isle M: Avatar; different coloured bottles of varied heights; bin and button for filling; garbage bags; conveyor belt D: Sort bottles into correct bins; fill bottles completely without overflowing; load bags onto hooks A: Become an efficient recycler NS: Motivation, Narrative, Guidance |
Sisto et al. [54] | 2018 | HMD + Skeletal Tracking | Posture and Preventing Musculoskeletal Disorders |
Untitled Serious Game; game and level design explicitly addressed M: Puzzle board with pegs and replaced gears; gears to be selected and placed using hand movements; movement quality scoring; game score based on completion time D: Solve puzzle by selecting correct gears; tension between minimize time vs movement quality A: Spaceship and robot theme; solving puzzles Motivation: balancing game difficulty and cognitive load; not to hard/easy for engagement NS: Narrative, Guidance |
Dias et al. [60] | 2019 | HMD + Markerless Hand Tracking | Upper limb rehabilitation for post-stroke patients |
A Priest in the Air M: Steer hot-air balloon using arm and wrist position/rotation; obstacles; stars to collect; branching paths; difficulty selection; different biome environments; King’s Castle at the end D: Travel through different environments to reach the King’s Castle; maximize stars/points collection A: Player vs environment challenge; challenge improving overall high score; soaring through the air in a hot air balloon travelling the world; story set by opening and closing cutscenes with characters Priest, Dog’s Priest, King Motivation: defined by short, mid, and long-term goals; adjustable game difficulty Guidance: Explicit usability consideration; tutorial videos; help icons in-game |
Ijaz et al. [62] | 2019 | HMD + Cycle | Physical exercise for a general audience (implicit) |
Pokemon Ride M: Navigation via pedalling/steering through city with map and different locations and levels; pokemon at different locations to catch; score based on pokemon type; physiological feedback D: Find all the pokemon A: Collection and accumulation; collecting together with others but individually Balloon Shooter M: Similar map/navigation; different weapons for shooting balloons placed around map; points for shooting balloons D: Keep shooting balloons to unlock levels A: Be a crackshot balloon hunter in the city Motivation: based on Self-Determination Theory Guidance: in-game tutorial NS: Narrative |
Nehrujee et al. [76] | 2019 | HMD | Rehabilitation for patients with vestibular dysfunction |
Cardboard Break M: Head movement pitch/yaw based on vestibular training; reticle to aim at cardboard boxes that randomly appear with varied distance from centre; score by moving reticle onto box; countdown timer; adaptive difficulty D: Gaze shift to box as quickly as possible A: Challenge of getting a high score Follow Me M: Continuously moving ball; trials; score based on head tracking ball; adaptive difficulty D: Track the ball with your head for as long as possible A: Challenge of getting a high score Motivation: Adaptive algorithm to adjust difficulty to achieve state of flow NS: Narrative, Guidance |
Rossi et al. [70] | 2019 | HMD | Treatment for persons with Sensory Processing Disorders |
Imaginator; two scenarios, four tracks, three activities M: Rail and cart moving; different coloured moving balls, letters, and numbers; clinician sets task objective; player uses gaze to make selections; score based on correct selections; variable difficulty D: Hit the correct moving ball; hit moving letters in correct pattern; select correct sum A: Pleasant roll on tracks in an outdoor park Guidance: Clinician guided NS: Narrative; recommended to have future character interaction |
Tong et al. [51] | 2019 | HMD + Hand Motion Controllers | Physical exercise for persons with arthritis |
Lumapath M: Motion-based gestures aimed at arthritis physical activity; ship to drive; different planets; various plants and life forms of rarity; floating patter of dots to follow with gestures; teleportation to move through world D: Explore the planets; discover new things in environment; draw shapes following dot patterns A: Take your personal ship to explore different planets Guidance: 10 min tutorial; thematic analysis revealed participants would like more guidance through the experience NS: Motivation (thematic analysis revealed exploration played major role in motivation), Rewards, Narrative |
Yao and Kim [72] | 2019 | HMD + Cycle | Physical exercise for a general audience (implicit) |
VIR Zoom (commercialized); limited detail NS: motivation, rewards, narrative, guidance |
Yaramothu et al. [73] | 2019 | HMD | Vision therapy for convergence insufficiency |
VERVE (Virtual Eye Rotation Vision Exercises); limited detail M: convergence related mechanics NS: motivation, rewards, narrative, guidance |
Xu et al. [20] | 2020 | HMD + Skeletal Tracking | Physical exercise for sedentary individuals |
GestureStar M: blocks flying towards player; varied patterns of blocks requiring gestures of different workloads D: perform correct gesture just as block reaches you A: similar to commercially available rhythm and music games NS: motivation, rewards, narrative, guidance |
*Barathi et al. [57]; Farrow et al. [52] | 2018, 2019 | HMD + Cycle | Physical exercise for sedentary individuals |
Untitled Exergame explicitly designed according to MDA Framework M: cycling and steering; prompts and pattern of speed and resistance changes following HIIT (High Intensity Interval Training) with environmental changes; truck obstacles; best performance ghost; countdown timer D: maximize accomplishment in limited time; follow the HIIT protocol; race against yourself A: self improvement; cycling in traffic; nice sunny ride vs exciting night race Motivation: discussed in terms of intrinsic motivation and interactive feedforward method Guidance: instruction sheet about experiment and exergame NS: rewards, narrative |
*These two articles describe the same HMD-VR health game. The outcomes were combined