## 3 Results
### Subjective Collected Data--Statistical Analysis  
All the subjective data collected through user feedback questionnaires were not normally distributed; therefore, Kruskal-Wallis analyses were performed on the various subgroups of patients, created based on technological experience, VR experience, and preferred level of difficulty for games. Regarding the correlation of the ease of use or relaxation levels for subgroups of people with different technological experiences, the only game that showed statistically relevant differences in the distribution was the breathing exercise. Technological experience showed a significant influence (\(p\) = 0.03) on how users perceived relaxation during the breathing scene and borderline influence (\(p\) = 0.057) on the ease of use of the same scene. Pairwise comparison showed statistically significant differences between patients with a high level of technological experience (T3) and those with a low level (T1) (\(p\) = 0.016), as well as between patients with a high level of technological experience (T3) and those with a medium level (T2) (\(p\) = 0.011). There were no significant differences between low (T1) and medium (T2) levels of technological experience (\(p\) = 0.9) related to the perception of relaxation in the breathing scene. The other exercises recorded no significantly relevant differences across different technology-savvy patients. Correlations based on subgroups of people with different virtual reality experiences showed even more interesting results, with more criteria proving to be significantly influenced by these categories. After seeing the whack-a-mole scores influenced by the technological experience, we can once again see that the user perceived the relaxation of this game to be significantly influenced by their VR experience (\(p\) = 0.033), and the ease of use was borderline significant (\(p\) = 0.069). Pairwise comparison showed significantly relevant correlations between little VR experience (V1) and no experience (V0) (\(p\) = 0.021), as well as between little (V1) and medium (V2) experience (\(p\) = 0.024). PMR was also significantly correlated with the VR experience (\(p\) = 0.002), with a pairwise comparison showing  
Figure 10: Boxplot results for the Kruskal–Wallis testing across various subgroups of patients based on their level of experience with VR (0 = no experience V0; 1 = little experience V1; 2 = medium experience V2) for the (**a**) whack-a-mole average score and (**b**) collecting fruit average score. significantly relevant correlations between little (V1) and medium (V2) VR experience (\(p\) = 0.037), as well as between little and no VR experience (\(p\) = 0.001). When asked if they would use the proposed system at home, in a telemedicine program, a question which had the purpose of analyzing the confidence of the users in the VR system, the results were significantly correlated as well (\(p\) = 0.006). Only people with little VR experience (V1) showed reticence in the use of such a system at home, representing 12% of the total number of participants. Correlations for subgroups of people divided based on VR experience are presented in Table 6 below. The fact that the ease of use of all exercises was either statistically insignificant or maximum borderline significant in the case of whack-a-mole (\(p\) = 0.057) is encouraging, showing that the user experience and design of the exercises were appropriate and provided similar facility of use despite the user's lack of VR experience or knowledge. Interestingly, VR comfort was not significantly correlated with VR experience after the KW test, as most users perceived the technology as comfortable regardless of their previous interactions with virtual reality, as observed in the boxplot below (Figure 11). Finally, KW analyses showed no significant correlations between the preferred level of difficulty users have about games in general and the ease of use or relaxation perceived in the exercises of the testing protocol.