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Table 3 Outcomes from evaluation of identified games

From: Immersive virtual reality health games: a narrative review of game design

Author

Year

None

(system overview)

Therapeutic outcome

Game experience

Acceptance (usability, usefulness, etc.)

Cybersickness

Open feedback/

Interview

Gobron et al. [50]

2015

Shaw et al. [55]

2015

Gromala et al. [48]

2016

Ijaz et al. [63]

2016

Lv et al. [65]

2016

Thomas et al. [71]

2016

Tuveri et al. [49]

2016

Howes et al. [75]

2017

Nielsen et al. [67]

2017

Ambron et al. [58]

2018

Avola et al. [56]

2018

Caggianese et al. [53]

2018

Czub and Piskorz [59]

2018

Eisapour et al. [78]

2018

Huang et al. [61]

2018

Lee and Kim [64]

2018

Mihajlovic et al. [66]

2018

Piskorz and Czub [68]

2018

Proffitt et al. [69]

2018

Sisto et al. [54]

2018

Dias et al. [60]

2019

Ijaz et al [62]

2019

Nehrujee et al. [76]

2019

Rossi et al. [70]

2019

Tong et al. [51]

2019

Yao and Kim [72]

2019

Yaramothu et al. [73]

2019

Xu et al. [20]

2020

*Barathi et al. [57]; Farrow et al. [52]

2018; 2019

  1. *These two articles describe the same HMD-VR health game. The outcomes were combined