DEVELOPMENT AND VALIDATION OF A SERIUS GAME FOR BALANCE REHABILITATION IN ELDERLY USING VIRTUAL REALITY
Keywords: Aging; Virtual Reality Exposure Therapy; Rehabilitation; Postural Balance; Technology.
Introduction: Systemic changes resulting aging alter postural balance and various approaches have been increasingly used for its maintenance or restoration, highlighting Virtual Reality (VR). VR enables an interactive experience through using games with enriched and complex environments. Most commercial games are used as treatment strategies, however, they were not designed to work motor and cognitive domains. Serious games emerge with a purpose that goes beyond entertainment. Their development in the VR environment enables sensory, motor and cognitive training, in addition to providing content and feedback with personalized goals for the user's specificities, providing adjustments with therapeutic purpose involving learning, adherence and challenges. Objective: To develop and validate the serious game VirtuAlter for balance rehabilitation in elderly using virtual reality. Methodology: This is a descriptive study that contemplates two stages: 1) Presentation of the serious game VirtuAlter according to the development process, the interface, game metaphor, playful and therapeutic goals; 2) Content validation of the VirtuAlter serious game through the analysis of expert physiotherapists and professionals in the area of science and technology applied to gamedevelopment and/or VR. The Delphi technique will be implemented where judges will play the game as many times as needed and express their opinions about the game content and filling the tools: Dimensions of content validation of the serious game VirtuAlter and System Usability Scale (SUS). Preliminary Results: Related to the first stage of the study, with a description of the initial game prototype. The initial prototype involves two stages: the first in the scenery of a forest trail; and the second in a dry desert environment and little vegetation. The elderly perform playful goals while traveling on the game's path, capturing purple energy and overcoming an obstacle. These elements are represented in a therapeutic mode by performing stationary gait, reaching upper limbs and climbing up and descending an obstacle. The initial prototype contemplates an avatar represented by a human doll in adulthood, feedback of result knowledge and a predefined virtual distance. Regarding future perspectives, it is intended to feasibly enhance of the prototype and validate the game content.