The Impacts of Incorporating Virtual Reality and Data Gloves in Exergames on Intrinsic Motivation in Upper-Extremity Assessments: A Study in a Young and Healthy Group
Abstract
:1. Introduction
2. Methods
2.1. Devices
2.2. Action Research Arm Test (ARAT)
2.3. Game Development
Game Design for UE Assessment
2.4. Intrinsic Motivation Inventory (IMI)
- I enjoyed doing this activity very much.
- This activity was fun to do.
- I thought this was a boring activity (R).
- This activity did not hold my attention at all (R).
- I would describe this activity as very interesting.
- I thought this activity was quite enjoyable.
- While I was doing this activity, I was thinking about how much I enjoyed it.
2.5. Research Methodology
2.6. Evaluation and Data Collection
3. Results
3.1. Demographics
3.2. Intrinsic Motivation
4. Discussion
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
References
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Activity | Objects |
---|---|
Grasp | 1. Block, wood, 10 cm cube |
2. Block, wood, 2.5 cm cube | |
3. Block, wood, 5 cm cube | |
4. Block, wood, 7.5 cm cube | |
5. Ball (cricket), 7.5 cm diameter | |
6. Stone, 10 × 2.5 × 1 cm | |
Grip | 1. Pour water from glass to glass |
2. Tube, 2.25 cm | |
3. Tube, 1 × 16 cm | |
4. Washer (3.5 cm diameter) over bolt | |
Pinch | 1. Ball bearing, 6 mm, 3rd finger and thumb |
2. Marble, 1.5 cm, index finger and thumb | |
3. Ball bearing 2nd finger and thumb | |
4. Ball bearing 1st finger and thumb | |
5. Marble, 3rd finger and thumb | |
6. Marble, 2nd finger and thumb | |
Gross Movement | 1. Place hand behind head |
2. Place hand on top of head | |
3. Hand to mouth |
Gender | Age | Occupation | Experiences in VR | ||||
---|---|---|---|---|---|---|---|
Female | Male | Age Ranges | Average Age (Year) | Students | Staff | Yes | No |
32 | 30 | 18–40 | 25 | 44 | 18 | 22 | 40 |
Intrinsic Motivation Attribute | p-Value |
---|---|
Interest | 0.000 |
Perceived competence | 0.006 |
Effort | 0.000 |
Pressure | 0.519 |
Value | 0.000 |
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Kunze, H.; Choosri, N.; Grudpan, S. The Impacts of Incorporating Virtual Reality and Data Gloves in Exergames on Intrinsic Motivation in Upper-Extremity Assessments: A Study in a Young and Healthy Group. Multimodal Technol. Interact. 2025, 9, 57. https://doi.org/10.3390/mti9060057
Kunze H, Choosri N, Grudpan S. The Impacts of Incorporating Virtual Reality and Data Gloves in Exergames on Intrinsic Motivation in Upper-Extremity Assessments: A Study in a Young and Healthy Group. Multimodal Technologies and Interaction. 2025; 9(6):57. https://doi.org/10.3390/mti9060057
Chicago/Turabian StyleKunze, He, Noppon Choosri, and Supara Grudpan. 2025. "The Impacts of Incorporating Virtual Reality and Data Gloves in Exergames on Intrinsic Motivation in Upper-Extremity Assessments: A Study in a Young and Healthy Group" Multimodal Technologies and Interaction 9, no. 6: 57. https://doi.org/10.3390/mti9060057
APA StyleKunze, H., Choosri, N., & Grudpan, S. (2025). The Impacts of Incorporating Virtual Reality and Data Gloves in Exergames on Intrinsic Motivation in Upper-Extremity Assessments: A Study in a Young and Healthy Group. Multimodal Technologies and Interaction, 9(6), 57. https://doi.org/10.3390/mti9060057