Author(s)
Term
4. term
Education
Publication year
2022
Submitted on
2022-11-08
Pages
42 pages
Abstract
In this master thesis, we present the design, development, and testing of a Virtual Reality game aimed to distract teenagers and young adults (13+) when undergoing an epidermal puncture medical procedure or wound cleaning. For the design direction, insights from a small-scaled focus group were gathered through a questionnaire. The overall methodology was approached from the users’ subjective and objective perspectives. The first methodology focused on registering breaks of presence using a reaction time-sensitive secondary task. Finally, the Adapted Method achieved the objective approach for measuring presence. The data gathered concluded that the proposed application distracts the user, increasing the minimum required stimuli for breaking presence. Lastly, the data show a difference in the minimum required stimuli to break presence based on the events occurring in the game; therefore, optimal timing for the epidermal puncture exists. This thesis contributes to a broader insight into how Virtual Reality and Medicine can develop embodied experiences to assist young patients.
Keywords
Documents
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