Virtual Reality and Serious Games in Healthcare

Mohammed Sahil S.*, Atheena Milagi Pandian S.**, Rashika Murugan***, Sri Manoj Kumar N.****
*-**** Atheenapandian Private Limited, Chennai, Tamil Nadu, India.
Periodicity:January - June'2024
DOI : https://doi.org/10.26634/javr.2.1.20889

Abstract

This paper covers the uses and remedies of invented games and Virtual Reality (VR) in medical settings, such as exercise therapy for motor rehabilitation and exposure treatment for psychological fears and the alleviation of suffering. This paper examines the cutting-edge interactive gadgets seen in contemporary virtual reality and high-end gaming titles, including data gloves, haptic force feedback devices, and tracking devices based on sensors and cameras. Major ideas and breakthroughs in the discipline of gaming technology are examined, including adaptive games, flow theory, dynamic simulations, and potential uses in serious gaming and medicine. Examples of VR systems and game trials for stroke recovery are presented to illustrate the advantages and effects of these technologies over traditional clinical practices. The paper concludes by outlining potential future directions for the use of emerging gaming technologies in medical services, including augmented realities, the Wii-remote motion control system, and full-body motion capture and controller-free games, which were showcased at E3 2009. These technologies have significant potential for treating motor disorders, preventing obesity, and addressing other medical issues.

Keywords

Virtual Reality, Augmented Reality, VR/AR, Exercise, Therapy, VR Technology, Gaming In Healthcare.

How to Cite this Article?

Sahil, S. M., Pandian, S. A. M., Murugan, R., and Kumar, N. S. M. (2024). Virtual Reality and Serious Games in Healthcare. i-manager's Journal on Augmented & Virtual Reality, 2(1), 23-30. https://doi.org/10.26634/javr.2.1.20889

References

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