| Literature DB >> 28842390 |
Bernadette C Tobler-Ammann1,2, Elif Surer3,4, Ruud H Knols1, N Alberto Borghese4, Eling D de Bruin5.
Abstract
BACKGROUND: Visuospatial neglect due to stroke is characterized by the inability to perceive stimuli emerging in the area opposite to the side of brain damage. Besides adopting conventional rehabilitation methods to treat neglect symptoms, the use of virtual reality (VR) is becoming increasingly popular. We designed a series of 9 exergames aimed to improve exploration of the neglected side of space. When new VR interventions are designed, it is important to assess the usability aspects of such management strategies within the target population. To date, most studies used questionnaires to assess user satisfaction with the intervention or product being tested. However, only a combination of both quantitative and qualitative data allows a full picture of user perspective.Entities:
Keywords: exergames; mixed-methods; stroke; usability; user perspective; visuo-spatial neglect
Year: 2017 PMID: 28842390 PMCID: PMC5591406 DOI: 10.2196/games.8013
Source DB: PubMed Journal: JMIR Serious Games Impact factor: 4.143
Figure 1Game menu of the 9 neglect exergames.
Figure 2REWIRE exergames training station.
Postintervention patients’ TAM questionnaire responses.
| Statement | P1a | P2 | P3 | P4 | P5 | P6 | P7 | Mean (SD) | Medianb (Q1/Q3) | Mean (SD) | |
| The exergames were easy to use. | 5 | 6 | 7 | 7 | 7 | 6 | 5 | 6.1 (0.9) | 6 (5/7) | 5.6 (1.4) | |
| The exergames manual was clear and understandable. | 5 | 6 | 7 | 5 | 7 | 7 | 6 | 6.1 (0.9) | 6 (5/7) | ||
| Learning to use the exergames independently would be easy for me. | 3 | 5 | 6 | 4 | 7 | 2 | 5 | 4.6 (1.7) | 5 (3/6) | ||
| I generally have a positive attitude towards using the exergames. | 5 | 7 | 2 | 6 | 7 | 1 | 6 | 4.9 (2.4) | 6 (2/7) | 4.8 (1.9) | |
| I enjoyed exercising with the exergames. | 4 | 6 | 2 | 6 | 7 | 5 | 3 | 4.7 (1.8) | 5 (3/6) | ||
| was motivating. | 4 | 6 | 2 | 7 | 7 | 4 | 5 | 5.0 (1.8) | 5 (4/7) | ||
| was exhausting. | 3 | 7 | 1 | 3 | 4 | 7 | 2 | 3.9 (2.3) | 3 (2/7) | ||
| was a stupid idea. | 5 | 7 | 4 | 6 | 7 | 5 | 4 | 5.4 (1.3) | 5 (4/7) | ||
| I would use them in the future. | 5 | 5 | 1 | 4 | 1 | 4 | 1 | 3.0 (1.9) | 4 (1/5) | 3.9 (2.1) | |
| I would use them regularly. | 4 | 5 | 1 | 4 | 1 | 3 | 1 | 2.7 (1.7) | 3 (1/4) | ||
| I’m convinced that my family/friends would support me using the exergames. | 5 | 3 | 2 | 6 | 7 | 4 | 6 | 4.7 (1.8) | 5 (3/6) | ||
| I would recommend the exergames to other patients. | 6 | 7 | 1 | 6 | 7 | 2 | 6 | 5.0 (2.5) | 6 (2/7) | ||
| Total score | 54 | 70 | 36 | 64 | 69 | 50 | 50 | 56.1 (12.3) | 54 (50/69) | ||
| Mean (SD) | 4.5 (0.9) | 5.8 (1.2) | 3 (2.4) | 5.3 (1.3) | 5.8 (2.4) | 4.2 (2.0) | 4.2 (2.0) | ||||
| Q1 | 4 | 5 | 1 | 4 | 4.8 | 2.3 | 2.3 | ||||
| Median | 5 | 6 | 2 | 6 | 7 | 4 | 5 | ||||
| Q3 | 5 | 7 | 5.5 | 6 | 7 | 5.8 | 6 | ||||
aPatient
bQuartile 1=Q0.25; Quartile 3=Q0.75
cPositive statements: 1=strongly disagree / 7=strongly agree; Negative statements: 1=strongly agree / 7=strongly disagree
Postintervention therapists’ TAM questionnaire responsesa.
| Statement | T1b | T2 | T3 | T4 | T5 | T6 | T7 | T8 | T9 | T10 | T11 | T12 | Mean (SD) | Q1c | Median | Q3d | Mean (SD) | |
| a) | 6 | 5 | 6 | 7 | 7 | 5 | 5 | 5 | 5 | 6 | 6 | 4 | 5.6 (0.9) | 5 | 5.5 | 6 | 4.9 (1.4) | |
| b) | 5 | 6 | 7 | 7 | 7 | 4 | 5 | 5 | 4 | 5 | 3 | 4 | 5.2 (1.3) | 4 | 5 | 6.8 | ||
| c) | 5 | 4 | 6 | 5 | 7 | 6 | 4 | 4 | 2 | 2 | 2 | 4 | 4.3 (1.7) | 2.5 | 4 | 5.8 | ||
| d) | 5 | 5 | 7 | 5 | 7 | 6 | 4 | 4 | 4 | 3 | 3 | 3 | 4.7 (1.4) | 3.3 | 4.5 | 5.8 | ||
| e) | 5 | 4 | 4 | 4 | 3 | 4 | 4 | 3 | 3 | 4 | 2 | 6 | 3.8 (1.0) | 3 | 4 | 4 | 3.6 (1.4) | |
| f) | 4 | 3 | 2 | 4 | 2 | 4 | 3 | 4 | 4 | 3 | 4 | 3 | 3.3 (0.8) | 3 | 3.5 | 4 | ||
| g) | 7 | 5 | 7 | 3 | 3 | 5 | 4 | 6 | 3 | 2 | 6 | 5 | 4.7 (1.7) | 3 | 5 | 6 | ||
| h) | 1 | 3 | 1 | 1 | 2 | 3 | 1 | 4 | 1 | 3 | 2 | 3 | 2.1 (1.1) | 1 | 2 | 3 | ||
| i) | 4 | 5 | 3 | 3 | 2 | 4 | 3 | 4 | 4 | 4 | 5 | 5 | 3.8 (0.9) | 3 | 4 | 4.8 | ||
| j) | 2 | 3 | 1 | 2 | 2 | 2 | 2 | 3 | 3 | 4 | 2 | 3 | 2.4 (0.8) | 2 | 2 | 3 | 3.7 (1.8) | |
| k) | 7 | 6 | 7 | 7 | 6 | 7 | 6 | 5 | 6 | 5 | 5 | 5 | 6.0 (0.9) | 5 | 6 | 7 | ||
| l) | 2 | 4 | 2 | 2 | 2 | 4 | 2 | 3 | 3 | 4 | 2 | 3 | 2.8 (0.9) | 2 | 2.5 | 3.8 | ||
| Total scores | 53 | 53 | 53 | 50 | 50 | 54 | 43 | 50 | 42 | 45 | 42 | 48 | 48.6 (4.5) | 42.3 | 50 | 51 | ||
| Mean (SD) | 4.4 (1.9) | 4.4 (1.1) | 4.4 (2.5) | 4.2 (2.1) | 4.1 (2.4) | 4.5 (1.4) | 3.9 (1.4) | 4.2 (0.9) | 3.5 (1.3) | 3.8 (1.2) | 3.5 (1.6) | 4.0 (1.0) | ||||||
| Q1 | 2.5 | 3.25 | 2 | 2.25 | 2 | 4 | 2.25 | 3.25 | 3 | 3 | 2 | 3 | ||||||
| Median | 5 | 4.5 | 5 | 4 | 3 | 4 | 4 | 4 | 3.5 | 4 | 3 | 4 | ||||||
| Q3 | 5.75 | 5 | 7 | 6.5 | 7 | 5.75 | 4.75 | 5 | 4 | 4.75 | 5 | 5 | ||||||
aPositive statements: 1=strongly disagree / 7=strongly agree; Negative statements: 1=strongly agree / 7=strongly disagree. Statements:
Perceived user-friendliness
a) The exergames manual was clear and understandable.
b) I was easily able to train my patients for using the exergames.
c) Learning to use the exergames independently was easy for my patients.
d) I experienced learning to use the exergames as easy.
Attitude towards using the exergames
e) I generally have a positive attitude towards using the exergames.
f) The exergames were a gain for my patients.
g) The exergames were an unnecessary burden for my patients.
h) The exergames were a relief of responsibility for me.
i) The supervision of my patients was a pleasure for me.
Intention to use the exergames in the future
j) I can imagine using the exergames regularly as a training for my patients.
k) I generally believe that my workplace supports the use of VR training possibilities for my patients.
l) I would recommend using the exergames to other colleagues.
bT=Therapist
cQuartile 1=Q0.25
dQuartile 3=Q0.75
Figure 3Focus group illustration map: perceived user-friendliness.
Figure 4Focus group illustration map: attitude toward using the exergames.
Figure 5Focus group illustration map: intention to use the exergames in the future.
Figure 6Focus group illustration map: suggestions for improvements of the game-based virtual reality intervention.
Figure 7Rewarding system of REWIRE exergames.