  There have been a resurge lately on virtual therapy and other virtual- and
tele-medicine services due to the new normal of practicing 'shelter at home'.
In this paper, we propose a creative drawing game for virtual therapy and
investigate user's comfort and movement freedom in a pilot study. In a
mixed-design study, healthy participants (N=16, 8 females) completed one of the
easy or hard trajectories of the virtual therapy game in standing and seated
arrangements using a virtual-reality headset. The results from participants'
movement accuracy, task completion time, and usability questionnaires indicate
that participants had significant performance differences on two levels of the
game based on its difficulty (between-subjects factor), but no difference in
seated and standing configurations (within-subjects factor). Also, the hard
mode was more favorable among participants. This work offers implications on
virtual reality and 3D-interactive systems, with specific contributions to
virtual therapy, and serious games for healthcare applications.
