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. 2021 Feb 11;18:31. doi: 10.1186/s12984-020-00801-3

Table 3.

Outcomes from evaluation of identified games

Author Year None
(system overview)
Therapeutic outcome Game experience Acceptance (usability, usefulness, etc.) Cybersickness Open feedback/
Interview
Gobron et al. [50] 2015
Shaw et al. [55] 2015
Gromala et al. [48] 2016
Ijaz et al. [63] 2016
Lv et al. [65] 2016
Thomas et al. [71] 2016
Tuveri et al. [49] 2016
Howes et al. [75] 2017

Nielsen et al. [67] 2017
Ambron et al. [58] 2018
Avola et al. [56] 2018
Caggianese et al. [53] 2018
Czub and Piskorz [59] 2018
Eisapour et al. [78] 2018
Huang et al. [61] 2018
Lee and Kim [64] 2018
Mihajlovic et al. [66] 2018
Piskorz and Czub [68] 2018
Proffitt et al. [69] 2018
Sisto et al. [54] 2018
Dias et al. [60] 2019
Ijaz et al [62] 2019
Nehrujee et al. [76] 2019

Rossi et al. [70] 2019
Tong et al. [51] 2019
Yao and Kim [72] 2019
Yaramothu et al. [73] 2019
Xu et al. [20] 2020
*Barathi et al. [57]; Farrow et al. [52] 2018; 2019

*These two articles describe the same HMD-VR health game. The outcomes were combined