Table 3.
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