Acceptability of Immersive Gamification Using Semi-CAVE: An Exploratory Case Study on the Philippine Experience with Persons with Dementia and Cerebral Palsy
摘要
Virtual reality (VR) applications show potential as effective interventions for patients with dementia or with cerebral palsy (CP). However, studies exploring therapeutic VR commonly used head-mounted displays (HMDs), leaving a gap in scientific literature on the acceptability of cave automatic virtual environment (CAVE) systems and its variations. This paper aims to describe the acceptability of a VR experience delivered through a semi-CAVE system for three types of end users (patient, caregiver, therapist). Seven participants from two clinical studies each tested a semi-CAVE experience during one 20-min session. Insights were collected through open-ended questions on the acceptability of their experience via interviews and a focus group discussion. Overall, the semi-CAVE was perceived to provide a pleasant and engaging experience, showing promise as an acceptable mode of VR therapy for patients with conditions such as dementia and CP. Areas for improvement include its personalization, the quality of the graphics, and the number and difficulty of each game’s activities. Further research with larger samples and enhanced systems are crucial to confirm these findings. Trial Registry: clinicaltrials.gov (NCT06072014, NCT06100341).