Understanding User Experiences with ViReG in Children with Cerebral Palsy: A Qualitative Approach

Authors

  • Norazimah Awang Universiti Kuala Lumpur
  • Nur Syahela Hussien Universiti Kuala Lumpur, Malaysian Institute of Information Technology, Jalan Sultan Ismail, 50250 Kuala Lumpur, Malaysia
  • Suzana Basaruddin Universiti Kuala Lumpur, Malaysian Institute of Information Technology, Jalan Sultan Ismail, 50250 Kuala Lumpur, Malaysia
  • Mohd Amin Che Mohd Shabri Universiti Kuala Lumpur, Malaysian Institute of Information Technology, Jalan Sultan Ismail, 50250 Kuala Lumpur, Malaysia
  • Masyarah Zulhaida Masmuzidin Universiti Kuala Lumpur, Malaysian Institute of Information Technology, Jalan Sultan Ismail, 50250 Kuala Lumpur, Malaysia
  • Mazri Yaakob Universiti Utara Malaysia, 06010 UUM Sintok, Kedah, Sintok, Kedah, Malaysia

Keywords:

Virtual reality, Rehabilitation, Gaming, ADDIE

Abstract

Cerebral palsy is the most common neurological disorder that causes children's movement and prevents their daily activities. While this condition cannot be cured, b consistent rehabilitation can improve outcomes.  However, traditional rehabilitation treatments are often inaccessible and costly. To address these challenges, virtual rehabilitation gaming (ViReG) technology is strongly recommended to assist children with cerebral palsy to improve their motor tasks. The benefit of this application is its ease of access and usability at any time, in addition to saving costs and time for frequent travel to rehabilitation centers. Virtual reality, a well-established tool in rehabilitation, has been proven effective. Our team has developed a ViReG application for children with cerebral palsy based on the ADDIE (Analysis, Design, Development, Implementation and Evaluation) model. Qualitative testing, including observations and interviews, demonstrated the application's usability and potential benefits. These include enhanced engagement and consistency in therapy sessions. The findings suggest that virtual reality can significantly improve the rehabilitation routines of children with cerebral palsy. Further research is recommended to refine and expand the application, ensuring broader accessibility and effectiveness.

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Published

09-10-2026

How to Cite

Awang, N., Nur Syahela Hussien, Suzana Basaruddin, Mohd Amin Che Mohd Shabri, Masyarah Zulhaida Masmuzidin, & Mazri Yaakob. (2026). Understanding User Experiences with ViReG in Children with Cerebral Palsy: A Qualitative Approach. Applied Mathematics and Computational Intelligence (AMCI), 107–120. Retrieved from https://ejournal.unimap.edu.my/index.php/amci/article/view/3422

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