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Gamifying Hand Therapy: Development of a Mixed Reality Rhythm Game to Reduce Pain and Improve Motivation
The hand is one of the most functional and frequently injured parts of the body. Without proper recovery, patients can face significant impairments performing everyday tasks. Hand therapy is the cornerstone of hand rehabilitation, but the painful, repetitive, and monotonous nature of prescribed exercises leads to poor patient motivation and adherence, ultimately compromising long-term recovery outcomes.
New technologies such as virtual reality (VR) and augmented reality (AR) have emerged as interactive and engaging modalities for rehabilitation, and can even reduce pain by distracting patients during exercises. However, mixed reality (MR), which is a new modality combining VR and AR has not been well studied for its ability to reduce pain in hand rehabilitation. Therefore, we developed HoloRehab, a mixed reality video game for hand rehabilitation, built for the Microsoft HoloLens 2 headset. This device allow users to see and interact with realistic 3D holograms projected into their physical environment.
This pilot study will evaluate whether using HoloRehab can reduce discomfort and improve the exercise experience compared to traditional self-guided hand therapy exercises. After development of a prototyped game, we will run a pilot study involving 20 healthy participants assigned to either the mixed reality intervention or a traditional exercise group. Outcomes will include measures of discomfort, fatigue, and user experience.
Findings from this study will inform further development of the HoloRehab system.
Studie Overzicht
Toestand
Conditie
Interventie / Behandeling
Studietype
Inschrijving (Werkelijk)
Fase
- Niet toepasbaar
Contacten en locaties
Studie Locaties
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Ontario
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London, Ontario, Canada, N6A 3K7
- University of Western Ontario
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Deelname Criteria
Geschiktheidscriteria
Leeftijden die in aanmerking komen voor studie
- Volwassen
- Oudere volwassene
Accepteert gezonde vrijwilligers
Beschrijving
Inclusion Criteria:
- Adult (≥18 years old) medical students at Western University
- English-speaking
- No existing hand pathology
- Able and willing to provide informed consent
Exclusion Criteria:
- Musculoskeletal conditions
- Neurological conditions
- Chronic pain conditions
- Previous hand surgeries
- Function-altering hand injuries
- History of motion sickness
- History of seizures or epilepsy
- Cold sensitivity or cold intolerance
- Current use of analgesic medications (e.g., NSAIDs, acetaminophen, opioids)
Studie plan
Hoe is de studie opgezet?
Ontwerpdetails
- Primair doel: Behandeling
- Toewijzing: Gerandomiseerd
- Interventioneel model: Parallelle opdracht
- Masker: Geen (open label)
Wapens en interventies
Deelnemersgroep / Arm |
Interventie / Behandeling |
|---|---|
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Actieve vergelijker: Traditional Rehabilitation
Participants in the traditional rehabilitation group perform self-guided finger range of motion exercises according to a provided guide, without any gaming component.
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Participants submerge their dominant hand in a cold-water bath while performing hand exercises with their non-dominant hand.
Andere namen:
Participants perform hand exercises against finger extension resistance bands attached to the non-dominant hand.
Andere namen:
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Experimenteel: HoloRehab Gaming Rehablitation
Participants in the HoloRehab Gaming Rehabilitation group perform the same finger range of motion exercises compared to traditional rehabilitation group, but through the medium of an extended reality rhythm video game with Microsoft HoloLens 3.
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Participants submerge their dominant hand in a cold-water bath while performing hand exercises with their non-dominant hand.
Andere namen:
Participants perform hand exercises against finger extension resistance bands attached to the non-dominant hand.
Andere namen:
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Wat meet het onderzoek?
Primaire uitkomstmaten
Uitkomstmaat |
Maatregel Beschrijving |
Tijdsspanne |
|---|---|---|
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Time to cold water withdrawal
Tijdsspanne: Assessed continuously during the cold pressor test, from hand immersion until voluntary withdrawal or a maximum of 15 minutes.
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The duration (seconds) that participants keep their hand submerged in a cold water bath before voluntarily withdrawing due to discomfort.
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Assessed continuously during the cold pressor test, from hand immersion until voluntary withdrawal or a maximum of 15 minutes.
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Time to fatigue failure
Tijdsspanne: Assessed continuously during resisted hand exercise, from exercise initiation until voluntary cessation due to fatigue or a maximum of 15 minutes.
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The duration (seconds) that participants continue performing hand exercises against resistance bands before voluntarily stopping due to fatigue.
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Assessed continuously during resisted hand exercise, from exercise initiation until voluntary cessation due to fatigue or a maximum of 15 minutes.
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Discomfort Rating After Cold Water Withdraw
Tijdsspanne: Assessed immediately following completion of the cold pressor test (within 1 minute of hand withdrawal).
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Participant-reported level of hand discomfort immediately following the cold pressor test, measured on a 1-10 numerical rating scale.
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Assessed immediately following completion of the cold pressor test (within 1 minute of hand withdrawal).
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Discomfort Rating After Resisted Exercise
Tijdsspanne: Assessed immediately following completion of the resisted exercise task (within 1 minute of exercise cessation).
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Participant-reported level of hand discomfort immediately following resisted hand exercises, measured on a 1-10 numerical rating scale.
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Assessed immediately following completion of the resisted exercise task (within 1 minute of exercise cessation).
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Secundaire uitkomstmaten
Uitkomstmaat |
Maatregel Beschrijving |
Tijdsspanne |
|---|---|---|
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User experience
Tijdsspanne: Assessed once immediately following completion of all study procedures during the single study visit (approximately 45 minutes after intervention initiation).
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Participant-reported overall satisfaction, usability, comfort, enjoyment, and perceived effectiveness of the assigned exercise modality, assessed using a post-intervention questionnaire consisting of Likert-scale items.
For participants in the intervention arm, this includes experience with the HoloRehab game and the HoloLens 2 headset.
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Assessed once immediately following completion of all study procedures during the single study visit (approximately 45 minutes after intervention initiation).
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Medewerkers en onderzoekers
Sponsor
Publicaties en nuttige links
Algemene publicaties
- Wolf S, Hardy JD. STUDIES ON PAIN. OBSERVATIONS ON PAIN DUE TO LOCAL COOLING AND ON FACTORS INVOLVED IN THE "COLD PRESSOR" EFFECT. J Clin Invest. 1941 Sep;20(5):521-33. doi: 10.1172/JCI101245. No abstract available.
- Mott J, Bucolo S, Cuttle L, Mill J, Hilder M, Miller K, Kimble RM. The efficacy of an augmented virtual reality system to alleviate pain in children undergoing burns dressing changes: a randomised controlled trial. Burns. 2008 Sep;34(6):803-8. doi: 10.1016/j.burns.2007.10.010. Epub 2008 Mar 5.
- Ali RR, Selim AO, Abdel Ghafar MA, Abdelraouf OR, Ali OI. Virtual reality as a pain distractor during physical rehabilitation in pediatric burns. Burns. 2022 Mar;48(2):303-308. doi: 10.1016/j.burns.2021.04.031. Epub 2021 May 5.
- Neiman NR, Falkson SR, Rodriguez ST, Wang EY, Hemphill SF, Khoury ME, Kist MN, Jackson CD, Caruso TJ. Quantifying virtual reality pain modulation in healthy volunteers: A randomized, crossover study. J Clin Anesth. 2022 Sep;80:110876. doi: 10.1016/j.jclinane.2022.110876. Epub 2022 May 4.
- Moreau S, Therond A, Cerda IH, Studer K, Pan A, Tharpe J, Crowther JE, Abd-Elsayed A, Gilligan C, Tolba R, Ashina S, Schatman ME, Kaye AD, Yong RJ, Robinson CL. Virtual Reality in Acute and Chronic Pain Medicine: An Updated Review. Curr Pain Headache Rep. 2024 Sep;28(9):893-928. doi: 10.1007/s11916-024-01246-2. Epub 2024 Apr 8.
- Birnie KA, Noel M, Chambers CT, von Baeyer CL, Fernandez CV. The cold pressor task: is it an ethically acceptable pain research method in children? J Pediatr Psychol. 2011 Nov-Dec;36(10):1071-81. doi: 10.1093/jpepsy/jsq092. Epub 2010 Oct 5.
- Pereira MF, Prahm C, Kolbenschlag J, Oliveira E, Rodrigues NF. Application of AR and VR in hand rehabilitation: A systematic review. J Biomed Inform. 2020 Nov;111:103584. doi: 10.1016/j.jbi.2020.103584. Epub 2020 Oct 2.
- Zhang C, Yu S. The Technology to Enhance Patient Motivation in Virtual Reality Rehabilitation: A Review. Games Health J. 2024 Aug;13(4):215-233. doi: 10.1089/g4h.2023.0069.
- Khamees KM, Deldar K, Yazarlu O, Tuama AM, Ganji R, Mazlom SR, Froutan R. Effect of augmented reality-based rehabilitation of hand burns on hand function in children: A randomized controlled trial. J Hand Ther. 2025 Apr-Jun;38(2):235-245. doi: 10.1016/j.jht.2023.10.009. Epub 2024 Feb 12.
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Meer informatie
Termen gerelateerd aan deze studie
Aanvullende relevante MeSH-voorwaarden
- Motorische activiteit
- Beweging
- Musculoskeletale fysiologische fenomenen
- Musculoskeletale en neurale fysiologische fenomenen
- Therapeutica
- Modaliteiten fysiotherapie
- Patiëntenzorg
- Transporttherapie
- Revalidatie
- Nazorg
- Continuïteit van patiëntenzorg
- Fysieke conditionering, mens
- Oefening
- Weerstandstraining
Andere studie-ID-nummers
- 128579
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