## 3 Results
### Case Study: Results from the Interaction with the Videogame
Table 3 shows the outcomes of the usability test recorder while watching the video: in general, the perception of the users was excellent or good towards the usability of the video. The results also led to the identification of those items that offered the best opportunities to improve the overall experience, such as the waiting time. Only 27 patients (5 male, 22 female) completed the test for emotive reactions and user experience (Table 4). These evaluations were also analyzed with non-parametric statistics, the U Man Witney test, because of the non-normal distribution of the data. The results showed that the emotion with fewer results was stress, and due to the 100-point metric of stress expected, the mean was 36.48. The emotions level is represented using a scale from 0 to 100, where <50 represents lower stress emotions and >50 represents a major stress level. Of the dimensions analyzed, only stress (\(p\)-value = 0.03) showed significant differences between the age groups. Older people had higher stress levels (median value = 12.77 than younger ones (median value = 6.58). A comparison of other dimensions showed no significant differences. \begin{table}
\begin{tabular}{c c c} \hline
**Questions** & **Value** & **Proportion (\(n\))** \\ \hline Did the video give you the necessary instructions to know what actions to take? & **Yes** & **100\% (27)** \\  & No & 0\% (0) \\ \hline \multirow{4}{*}{How do you rate the instructions provided to interact with the video?} & **Excellent** & **37\% (10)** \\  & Very Good & 26\% (7) \\  & Good & 37\% (10) \\  & Medium & 0\% (0) \\ \hline \multirow{4}{*}{How do you rate your experience and interaction with the interface?} & **Excellent** & **33.3\% (9)** \\  & Very Good & 29.7\% (8) \\  & Good & 33.3\% (9) \\  & Medium & 3.7\% (1) \\ \hline \multirow{4}{*}{How do you rate the waiting times during your interaction with the exercise video?} & Excellent & 29.7\% (8) \\  & Very Good & 22.2\% (6) \\  & **Good** & **44.4\% (12)** \\  & Medium & 3.7\% (1) \\ \hline \multirow{4}{*}{How do you rate the handling of the steps to follow the exercise routine?} & **Excellent** & **37\% (10)** \\  & Very Good & 26\% (7) \\  & Good & 37\% (10) \\  & Medium & 0\% (0) \\ \hline \multirow{4}{*}{What moment of your interaction with the video was the most memorable?} & **All** & **38.5\% (10)** \\  & Walking & 26.7\% (7) \\ \cline{1-1}  & Warm-up & 23.1\% (6) \\ \cline{1-1}  & Stretching & 7.7\% (2) \\ \hline \multirow{4}{*}{Did you have difficulty while interacting with the exercise video?} & Yes & 3.7\% (1) \\ \cline{1-1}  & **No** & **96.3\% (26)** \\ \hline Difficulties in & **Stretching** & **100\% (1)** \\ \hline \end{tabular}
\end{table} 
Table 3: Usability table. With regards to finishing the activities that are the key components of the physical treatment, the group over 55 years of age showed a better average based on reaching the health target while using the virtual reality tool. The users of the virtual reality tool stated that they had enough instructions during their interaction with the videogame. Most of them felt that the contents were clear, had a good interface experience, and reached their health goals. Moreover, most of them (90.5%) did not experience difficulties during its use (Table 5), and there were no significant differences when age groups were compared (data not shown).