OTPilotFrontiers in rehabilitation sciences2025

Effects of game design characteristics of a virtual reality serious game for upper-limb prosthesis control training on motor learning.

Jack Tchimino, Bart Maas, Bram van Dijk and 3 others

PMID 40600166

WHAT IT FOUND

Able-bodied participants got faster at grasping and moving virtual cups in a small VR game for virtual prosthetic hand control training, but did not improve force control to avoid crushing glasses.

It tested game design, not whether prosthesis training works.

Key findings

01Grasp duration was significantly reduced in the last training session compared with the first.

02Transfer duration significantly decreased by the end of training, while task phase did not significantly affect it.

03The glass cup break rate did not significantly change with training.

STILL TO COME

How it was doneWhat they foundWhat it means for OTs

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What it does not show

The study used 10 able-bodied right-handed adults, not people with upper-limb loss, so it does not show effects in the target population. It was a pilot usability and game-design study, not an efficacy trial; the authors state it makes no claims about training efficacy beyond companion studies. The game was still in development, and unresolved bugs and glitches affected gameplay and the training protocol. EMG signal storage was unavailable, so muscle activity could not be analysed; motor skill was judged only from task performance measures. The lack of improvement in glass cup crush rate may reflect the small number of glass cups handled and the training focus. Data were compared within the same participants between first and fifth sessions, with missing values filled from adjacent sessions and outliers removed.

Declared interests

The authors state the project received funding from the European Union's Horizon 2020 Framework programme, grant agreement No. 965731.

The easy way to misread this

Do not conclude that this VR game improves real prosthesis control or outcomes for people with upper-limb loss. The participants were able-bodied, the study was a pilot of game design, and the authors state it makes no efficacy claims beyond companion studies.

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