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Design of Virtual Reality Exergames for Upper Limb Stroke Rehabilitation Following Iterative Design Methods: Usability Study

Design of Virtual Reality Exergames for Upper Limb Stroke Rehabilitation Following Iterative Design Methods: Usability Study

The playtest sessions were guided by a researcher accompanied by a clinical specialist who helped contact different users who had experienced a stroke. Owing to the COVID-19 pandemic, visits to each user were scheduled in such a way that biosafety protocols were maintained (eg, distancing, constant use of masks, and hand and footwear disinfection). Upon arrival at the agreed location, stakeholders performed the recommended distancing protocols.

Julian Felipe Villada Castillo, Maria Fernanda Montoya Vega, John Edison Muñoz Cardona, David Lopez, Leonardo Quiñones, Oscar Alberto Henao Gallo, Jose Fernando Lopez

JMIR Serious Games 2024;12:e48900

Using Distance Communication for the User-Centered Development of a Smartphone-Based Serious Game for Children With Type 1 Diabetes: Participatory Design Approach

Using Distance Communication for the User-Centered Development of a Smartphone-Based Serious Game for Children With Type 1 Diabetes: Participatory Design Approach

The serious game prototype was evaluated through a playtest to explore whether it engendered the experience for which it was designed. The playtest could find problems early and help confirm whether the game was suitable for the intended audience [67]. The playtest was designed to answer several key questions (Textbox 1). Main question Is the game engaging and appropriate for children with type 1 diabetes (T1 D) aged 8-14 years? Supplementary questions Are all 4 mini games appealing?

Jannie Nørlev, Christina Derosche, Katrine Sondrup, Ole Hejlesen, Stine Hangaard

JMIR Serious Games 2022;10(1):e33955