Accepted for/Published in: JMIR Serious Games
Date Submitted: Sep 2, 2025
Date Accepted: Jan 22, 2026
User Experience of a Virtual Reality-Based Treadmill for Children With a Chronic Disease Affecting Physical Health: a Cross-Sectional Feasibility Study
ABSTRACT
Background:
Functional gait training, including treadmill training, can improve gross motor function and walking ability in children with a chronic disease impacting physical health. Virtual reality-based treadmill training in a home-based program could be a way to promote motivation in rehabilitation for these children, for whom long-term rehabilitation programs are recommended. The Amy device is a connected treadmill with virtual reality, primarily developed in adults and the elderly, used as a rehabilitation tool to work on walking and balance at home, within a tele-rehabilitation model that includes regular monitoring by a therapist.
Objective:
The study aimed to assess the user experience of the connected treadmill—with both immersive and non-immersive virtual reality—among children with a chronic disease impacting physical health, as well as their parents and therapists, in order to improve Amy solutions for children.
Methods:
To do so, we recruited children with cerebral palsy, neuromuscular diseases, or obesity, along with one of their parents and rehabilitation therapists. The study involved evaluating pre-existing Amy solutions and collecting user experience feedback from participants with questionnaires. Amy solutions consisted in immersive virtual reality games (using a virtual reality headset) and non-immersive games (on a tablet), played on a treadmill that trains walking and balance. Questionnaires were the short version of the User Experience Questionnaire (UEQ-S); the Usability Metric for User Experience (UMUX); the Virtual Reality Sickness Questionnaire (VRSQ); a customized questionnaire evaluating comfort, fun, sense of presence and immersion; and a customized questionnaire evaluating parent’s perception.
Results:
Twenty-eight children, 28 parents and 18 therapists participated in the study. Compared to existing UEQ values from a benchmark data set, the overall scale means with immersive and non-immersive virtual reality in all participants were in the range of 10% best results or in the “excellent” category. The mean (SD) scores for each group of participants, respectively with non-immersive and immersive virtual reality, were as follows: 1.9 (0.8) and 2.0 (1.2) for children; 2.0 (0.8) and 2.3 (0.7) for parents; and 1.4 (0.6) and 1.4 (0.6) for therapists. User experience was significantly better for children and parents than for therapists (Padjusted<.001). From the UMUX, participants rated the Amy treadmill's usability as “good to excellent” on the System Usability Scale (SUS), regardless of whether immersive virtual reality was used. Immersive virtual reality was well-tolerated by children. Children experienced immersive virtual reality positively in terms of comfort, immersion, presence and fun. Parents' acceptability of the connected treadmill was positively assessed.
Conclusions:
Participants reported an excellent user experience from children trying the connected treadmill. Future studies will be necessary to assess user experience after the company has developed the games—first in a controlled environment, and subsequently in real-life situations in the children’s homes, through extended-duration trials.
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