Gamification of Immersive Cervical Rehabilitation Exercises in VR: An Exploratory Study on Chin Tuck and Range of Motion Exercises
August 26, 2025 Β· Declared Dead Β· π 2025 IEEE International Symposium on Mixed and Augmented Reality Adjunct (ISMAR-Adjunct)
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Authors
Haitham Abdelsalam, Chanelle Montpetit, Arash Harirpoush, Maryse Fortin, Yiming Xiao
arXiv ID
2508.18580
Category
cs.HC: Human-Computer Interaction
Citations
0
Venue
2025 IEEE International Symposium on Mixed and Augmented Reality Adjunct (ISMAR-Adjunct)
Last Checked
5 months ago
Abstract
Chronic neck pain is a prevalent condition that affects millions of individuals worldwide, causing significant individual suffering and socioeconomic burdens. Although exercise rehabilitation is a staple in relieving pain and improving muscle function for the condition, traditional one-on-one rehabilitation sessions are costly and suffer from poor adherence and accessibility for the patients. Thanks to the increasing accessibility and recent advancements in sensing and display technology, virtual reality (VR) offers the potential to tackle the challenges in traditional exercise rehabilitation, particularly through gamification. However, still in its infancy, VR-based neck exercise rehabilitation lacks exploration in effective gamification strategies and existing prototypes. To address the knowledge gap, we conduct an exploratory study on the gamification strategies for VR-based cervical rehabilitation exercises by using chin tuck and neck range of motion exercises as examples. Specifically, with different game themes, we investigate a survival and level progression strategy for muscle strengthening (chin tuck) exercise for the first time, and the suitability of ambient reward for a neck range of motion exercise. Through a preliminary user study, we assess the proposed novel VR neck rehabilitation games and they demonstrate excellent usability, engagement, and perceived health value.
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