| Literature DB >> 29922196 |
Milan N A van der Kuil1, Johanna M A Visser-Meily2,3, Andrea W M Evers1, Ineke J M van der Ham1.
Abstract
Acquired brain injury patients often report navigation impairments. A cognitive rehabilitation therapy has been designed in the form of a serious game. The aim of the serious game is to aid patients in the development of compensatory navigation strategies by providing exercises in 3D virtual environments on their home computers. The objective of this study was to assess the usability of three critical gaming attributes: movement control in 3D virtual environments, instruction modality and feedback timing. Thirty acquired brain injury patients performed three tasks in which objective measures of usability were obtained. Mouse controlled movement was compared to keyboard controlled movement in a navigation task. Text-based instructions were compared to video-based instructions in a knowledge acquisition task. The effect of feedback timing on performance and motivation was examined in a navigation training game. Subjective usability ratings of all design options were assessed using questionnaires. Results showed that mouse controlled interaction in 3D environments is more effective than keyboard controlled interaction. Patients clearly preferred video-based instructions over text-based instructions, even though video-based instructions were not more effective in context of knowledge acquisition and comprehension. No effect of feedback timing was found on performance and motivation in games designed to train navigation abilities. Overall appreciation of the serious game was positive. The results provide valuable insights in the design choices that facilitate the transfer of skills from serious games to real-life situations.Entities:
Keywords: acquired brain injury; cognitive training; rehabilitation; serious game; spatial navigation; usability
Year: 2018 PMID: 29922196 PMCID: PMC5996119 DOI: 10.3389/fpsyg.2018.00846
Source DB: PubMed Journal: Front Psychol ISSN: 1664-1078
Characteristics of patients in study (n = 30).
| Variable | |
|---|---|
| Gender, male N | 15 (50%) |
| Age in years, mean (range) | 47.2 (23-68) |
| Education∗, mean ( | 5.4 (1.07 |
| Brain Injury Type | |
| - Cerebrovascular accident | 16 (53.3%) |
| - Traumatic brain injury | 9 (30%) |
| - Brain tumor | 4 (13%) |
| - Brain hypoxia | 1 (3.33%) |
| Brain injury location | |
| - Left | 9 (30%) |
| - Right | 11 (36.67%) |
| - Bilateral | 3 (10%) |
| - Unspecified/Unknown | 7 (23.33%) |
| Months after brain injury, mean (SD) | 26.43 (52.71) |
Movement control questionnaire (n = 30).
| Variable | Question | Mouse∗∗ mean ( | Keyboard∗∗ | mean ( | |
|---|---|---|---|---|---|
| Ease of use | I thought walking around in the environment was easy | 4.2 (1.35) | 3.33 (1.49) | ||
| Improvement | Over time I felt I improved at walking around in the environment | 4.3 (1.09) | 3.9 (1.37) | 0.14 | |
| Other software | The controls of this application were similar to other software I have used | 3.33 (1.77) | 2.86 (1.59) | 0.11 | |
| Enjoyment | I enjoyed walking in the environment | 4.24 (1.06) | 3.72 (1.22) | ||
| Presence | I could imagine myself walking in the environment | 3.7 (1.26) | 3.3 (1.44) |
Feedback timing questionnaire (n = 21).
| Type | Question | Cumulative∗∗ mean ( | Delayed∗∗ mean ( | |
|---|---|---|---|---|
| Interest | I thought the task was interesting | 4.33 (0.80) | 4.57 (0.93) | 0.17 |
| Enjoyment | When I performed the task. I enjoyed myself. | 4.38 (1.12 | 4.57 (0.98) | 0.26 |
| Perceived difficulty | I thought the task was easy | 2.90 (1.34) | 2.90 (1.41) | 0.96 |
| Effort | I put a lot of effort into completing the task | 3.86 (1.35) | 3.48 (1.25) | 0.32 |
| Strive | I did the best I could during this task | 4.62 (0.59) | 4.48 (0.87) | 0.41 |
| Competence | I had the feeling I was good at the task | 3.71 (1.27) | 3.62 (1.36) | 0.69 |
| Accept results | I am content with my performance | 3.57 (1.33) | 3.52 (1.44) | 0.79 |
| Competition | I think my performance was above-average | 2.67 (1.15) | 3.10 (1.37) | 0.11 |
| Desire to improve | I wish I was better at the task | 3.81 (1.36) | 3.62 (1.32) | 0.47 |
Menu-interaction experience (n = 29).
| Statement | Response∗ mean ( |
|---|---|
| The text was easy to read | 4.41 (1.09) |
| The information was placed where I expected it to be | 4.14 (0.88) |
| The color and layout used in the application was distracting∗∗ | 4.62 (0.78) |
| The terms used in the application were comprehensible | 3.93 (1.36) |
| I understood what was meant with the term “levels” | 4.38 (1.12) |
| I knew what the training was about by reading the names of the games | 3.89 (1.26) |
| It was easy to navigate between different menus | 4.03 (1.27) |
| It was easy to view the progression that was made on different challenges | 3.97 (1.35) |
| I thought logging in was difficult∗∗ | 4.48 (1.24) |
| Controlling the application was easy to learn | 4.69 (0.81) |
| Learning what the terms meant was easy | 4.14 (1.30) |
Overall appreciation questionnaire (n = 24).
| Variable | Statement | Response∗ mean ( |
|---|---|---|
| Ease of use | The software was use to use | 3.63 (0.25) |
| Enjoyment | I enjoyed the experience | 4.17 (0.23) |
| Clear goals | The goals were clearly defined | 4.00 (0.24) |
| Rewarding | The experience was rewarding | 3.92 (0.22) |
| Control | I had a feeling of total control | 3.29 (0.26) |
| Attention | My attention was completely directed on the task at hand | 4.79 (0.10) |
| Concentration | I was concentrated | 4.54 (0.19) |
| Willingness to play again | I would like to play the game again | 4.13 (0.23) |
| Challenge | The game was challenging | 4.08 (0.21) |