| Literature DB >> 30454009 |
Kilian Baur1,2, Alexandra Schättin3, Eling D de Bruin3,4, Robert Riener5,6, Jaime E Duarte5,6,7, Peter Wolf5,6.
Abstract
BACKGROUND: Multiplayer games have emerged as a promising approach to increase the motivation of patients involved in rehabilitation therapy. In this systematic review, we evaluated recent publications in health-related multiplayer games that involved patients with cognitive and/or motor impairments. The aim was to investigate the effect of multiplayer gaming on game experience and game performance in healthy and non-healthy populations in comparison to individual game play. We further discuss the publications within the context of the theory of flow and the challenge point framework.Entities:
Keywords: Challenge; Flow; Multiplayer; Neurorehabilitation; Robotic assistance
Mesh:
Year: 2018 PMID: 30454009 PMCID: PMC6245892 DOI: 10.1186/s12984-018-0449-9
Source DB: PubMed Journal: J Neuroeng Rehabil ISSN: 1743-0003 Impact factor: 4.262
List of inclusion and exclusion details
| Area | Inclusion details |
|---|---|
| Population | Healthy, obesity, motor impairments, cognitive impairments, stroke, elderly people |
| Study type | Intervention studies of any type, including case studies and non-randomized trials |
| Intervention | Competition, collaboration, cooperation, coopetition, competitive behavior, collaborative behavior, exergame, multi-player-exergame, serious game, rehabilitative game/exergame, education game, computerized training, robot-assisted rehabilitation, robot-aided rehabilitation, virtual reality, virtual reality therapy, virtual world, social community, community integration, virtual community, video-game based |
| Outcomes | Persuasion, compliance, motivation, engagement, effort, adherence, therapy progress, therapy success |
| Exclusion details | |
| Reviews, animal studies, concept studies, feasibility studies, human-machine interaction, methodological theoretical or discussion papers |
Fig. 1Study selection flow chart
Included studies reported by design and subject specifications
| Study | Design | N | Subjects | Age range or mean age ± one standard deviation (years) |
|---|---|---|---|---|
| Feltz et al. 2012 [ | Randomized | 135 | Undergraduate students | 19.8±2.7 |
| Ganesh et al. 2014 [ | Within subject | 74 | Healthy subjects | 25 …42 |
| Goršič et al. 2017 [ | Within subject | 29 | Patients (ischemic stroke: 19; hemorrhagic stroke: 3; brain tumor: 4; shoulder rotator cuff tear: 2; traumatic brain injury: 1) with chronic arm impairment | 56.7±14.7 |
| Goršič et al. 2017 [ | Within subject | 35 | 15 patients (ischemic stroke: 9; hemorrhagic stroke: 1; ischemic stroke followed by hemorrhagic stroke: 2; traumatic brain injury: 1; cerebral palsy 2) with chronic arm impairment / 20 patients in the acute or subacute phase of stroke | 52.7±13.7/57.8±11.7 |
| Goršič et al. 2017 [ | Within subject | 69 | 64 unimpaired friends (undergraduate students) / 5 arm impaired due to neurological injuries (ischemic stroke: 3; traumatic brain injury: 1; spinal cord injury: 1) | 25.6±6.9/24…51 |
| Johnson et al. 2008 [ | Within subject | 18 | Healthy subjects | 21 …62 |
| Mace et al. 2017 [ | Within subject | 48 | 32 healthy / 16 hemiparetic stroke survivors using their impaired arm | 26.3±4.5/70.3±19.7 |
| Novak et al. 2014 [ | Within subject | 38 | 30 unimpaired (no cognitive or motor impairment) / 8 stroke patients | 25 …73 / 22 …69 |
| Peng and Crouse 2013 [ | Assigned | 162 | Undergraduate communication class | 18 …23 |
| Peng and Hsieh 2012 [ | Within subject | 158 | Undergraduate communication class at a large Midwestern university | 18 …23 |
| Staiano et al. 2012 [ | Randomized | 31 | Low-income, adolescents, public high school | 15 …19 |
| Staiano et al. 2013 [ | RCT | 31 | Adolescents, urban public high school | 15 …19 |
| Verhoeven et al. 2015 [ | Within subject | 43 | Seventh grade students exhibiting an inactive lifestyle | 12 …16 |
Included studies with perceived game experience variables as outcome measures reported by assessment and author
| Study | Outcome (perceived game experience variables) | Intervention (game) | Intervention (mode) | Results |
|---|---|---|---|---|
| Feltz et al. 2012 [ | 1) persistence 2) ratings of perceived exertion (RPE) | EyeToy: Kinetic on PlayStation 2, 5 different plank positions | a) low discrepancy partnered (1:1.01 in persistence) b) moderate discrepancy partnered (1:1.4 in persistence) c) high discrepancy partnered (1:2 in persistence) d) individual control | 1) significant gender effect in all conditions (a,b,c,d) in persistence; larger gain in persistence for all partnered conditions (a,b,c) than in the individual controls (d); gain significantly larger in the moderate-discrepancy condition (b) compared to other two partnered conditions (a,c) 2) RPE (ratings of perceived exertion) higher in partnered conditions (a,b,c) compared to individual control (d) |
| Ganesh et al. 2014 [ | 1) Did you realize what the connection forces were? 2) Did you perform better in the presence or absence of interaction forces? 3) Did you feel fatigue during the experiment? | tracking task | absence of connection forces vs. presence of connection forces appearing as (a,c,d,e,f), control group (b) a) novice-novice interaction (20 participants) b) solo (10) c) force-playback (10) d) trajectory-playback (14) e) expert connect (10) f) target connect (10) | 1) in all non-target connected force fields (a,c,d,e) 2 of 54 realized representation of the forces; in target connected force fields (f) all realized representation of the forces 2) in (a,c,d,e) all subjects believed, that they performed worse in presence of forces; (f) all subjects believed, that they performed better in presence of forces 3) no fatigue felt by participants |
| Goršič et al. 2017 [ | 1) Intrinsic Motivation Inventory subscales interest/enjoyment, perceived competence, effort/importance, pressure/tension 2) overall experience | Pong | a) single-player game b) competitive game c) cooperative game with split field d) cooperative game with shared field | 1) competitive game (b) more enjoyable and higher effort/importance than cooperative game with a split filed (c) 1,2) if competitive game (b) was favourite mode then competitive game (b) more enjoyable than single-player game (a) |
| Goršič et al. 2017 [ | 1) Intrinsic Motivation Inventory subscales interest/enjoyment, perceived competence, effort/importance, pressure/tension 2) preference 3) fun 4) tension 5) duration | Pong Game | a) competition session 1 b) competition session 2 c) competition session 3 d) single-player | home rehabilitation group: 1) effect of session regarding enjoyment/interest and perceived competence, in single-player (d) lower enjoyment/interest than in competition session (a) or (c), conversation level correlated with pressure/tension in competition sessions (a-c) 2) playing with someone else (a-c) more frequently preferred (11, 7 strongly, 4 weakly) than playing alone (d) (4), conversation level in competition session (a) correlated with preference 3) playing with someone else (a-c) was stated being more fun (11, 6 much, 3 moderately, 2 slightly) than playing alone (d) (1 much), conversation level in competition session (a) correlated with fun 4) playing with someone else (a-c) was stated being more tense (8, 3 moderately, 5 slightly) than playing alone (d) (2, 1 moderately, 1 slightly) 5) no difference regarding play duration clinical environment group: 1) effect of session regarding effort/importance 2) playing with someone else (a-c) more frequently preferred (9, 5 strongly, 4 weakly) than playing alone (d) (5, 2 stronly, 3 weakly) 3) playing with someone else (a-c) was stated being more fun (10, 5 much, 5 moderately, 2 slightly) than playing alone (d) (3, 2 much, 1 moderately) 4) playing with someone else (a-c) was stated being more tense (8, 3 moderately, 5 slightly) than playing alone (d) (2, 1 moderately, 1 slightly) 5) competition session 2 (b) longer play duration than competition session 1 (c) and single-player (d) |
| Goršič et al. 2017 [ | 1) Intrinsic Motivation Inventory subscales interest/enjoyment, perceived competence, effort/importance, pressure/tension 2) preference | Pong game | a) no difficulty adaptation b) manual difficulty adaptation c) automatic difficulty adaptation | uninpaired pairs: 1) manual adaptation (b) higher enjoyment/interest, effort/importance, pressure/tenstion than no adaptation (a); automatic adaptation (c) higher enjoyment/interest, effort/importance, pressure/tension than no adaptation 2) manual adaptation (b) more frequently preferred (18) to no adapation (a) (2), automatic adaptation (c) more frequently preferred (17) to no adaptation (a) (3), manual adaptation (b) more frequently preferred (13) to automatic adaptation (c) (3) impaired-unimpaired friends: 1) no statistical test on Intrinsic Motivatin Inventory 2) automatic adaptation (c) more frequently preferred (4, 3 strongly, 1 weakly) than manual adaptation |
| Johnson et al. 2008 [ | 1) experience 2) user preference 3) willingness to play | tic-tac-toe | a) single-player PC b) multiplayer robotic with aid of a game camera c) multiplayer robotic with aid of a game camera and audio d) multiplayer robotic with aid of a game camera, a user camera and audio | 1) multiplayer robotic (b,c,d) more valuable, more interesting, more collaborative, requiring less effort, more choice, less tensing than single-player PC (a) 2) multiplayer robotic with aid of a game camera, a user camera and audio (d) preferred to multiplayer robotic with aid of a game camera and audio (c) which was preferred to multiplayer robotic with aid of a game camera (b) 3) participants are willing to player longer in the multiplayer robotic conditions (b,c,d) compared to single-player condition (a) |
| Mace et al. 2017 [ | 1) user preference 2) engagement | BalloonBuddies | a) single-player b) dual-player | healthy-healthy experiment: 1) dual-player (b) was preferred; increased perceived pressure and increased perceived effort in dual-player(b); correlation between perceived competence and performance measures in single-player (a); but not in dual-player (b) 2) enjoyment/interest (IMI) more positively in dual-player(b); no significant difference in perceived competence (IMI) or effort/importance (IMI) patient-expert experiment: 1) dual-player (b) was preferred, increased perceived competence, increased perceived effort and reduced perceived difficulty; correlation between perceived competence and performance measures in single-player (a), but not in dual-player (b) 2) enjoyment/interest (IMI), perceived competence (IMI) and effort/importance (IMI) more positively in dual-player (b) |
| Novak et al. 2014 [ | 1) experience with last game mode in subsets of intrinsic motivation (interest/enjoyment, perceived competence, effort/importance, pressure/tension) 2) overall game experience | Air hockey | a) single-player b) competitive Interaction c) cooperative Interaction | 1) higher motivation in interest/enjoyment for competitive interaction (b) and cooperative interaction (c) compared to single-player (a); higher motivation in perceived competence for single-player (a) and competitive interaction (b) compared to cooperative interaction (c); higher motivation in effort/importance for competitive interaction (b) compared to single-player (b); higher motivation in pressure/tension for competitive interaction (c) compared to single-player (a) and cooperative interaction (c) 2) overall, players liked either the competitive mode (b) but not the cooperative (c) mode or vice versa |
| Peng and Crouse 2013 [ | 1) enjoyment 2) future game-play motivation | Space Pop mini-game in Kinetic Adventures | a) single-player b) cooperate with friend or stranger; same space c) compete with a friend or stranger; separate spaces | 1) less enjoyment in single-player (a) as in cooperative (b) or competitive (c) group; 2) less future game-play motivation in single-player mode (a) as in cooperative (b) or competitive (c) group; |
| Peng and Hsieh 2012 [ | 1) manipulation check (perception of game mode) 2) motivation 3) goal commitment | Balloon Popping game | a) compete with friend b) compete with stranger c) cooperate with friend d) cooperate with stranger | 1) 11 subjects did not pass the manipulation (wrong perception of game mode, e.g. subject perceived competition instead of cooperation) 2) higher motivation and level of effort in cooperative (c,d) compared to competitive mode (a,b);3) higher goal commitment in cooperative (c,d) compared to competitive mode (a,b); playing with a friend (c) resulted in greater goal commitment compared to playing with a stranger (d) in the cooperative goal structure context |
| Staiano et al. 2012 [ | 1) intrinsic motivation 2) psychological attractiveness of game design | Nintendo Wii Exergame: “The Wii Active game” | a) cooperative interaction b) competitive Interaction | 1) favouring of the cooperative (a) over the competitive (b) exergame condition for motivation 2) favouring the cooperative (a) over the competitive (b) exergame condition for ratings of psychological attraction |
| Staiano et al. 2013 [ | 1) self-efficacy 2) self esteem 3) peer support | Nintendo Wii Active Exergame | a) competitive exergame b) cooperative exergame c) control group (no exergaming) | 1) cooperative group (b) increased self-efficacy more than the control group (c); no difference between competitive (a) and cooperative (b) group or competitive (a) and control group (c) 2) no effects in self-esteem 3) cooperative (a) and competitive (b) group increased more in peer support than control group (c) |
| Verhoeven et al. 2015 [ | 1) game enjoyment | Kinect Sports (boxing, bowling, tennis, baseball, golf), Just Dance 3 | a) single-player mode b) two-player mode | 1) no difference between two-player mode (b) and single-player mode (a); no sex differences were found; higher game enjoyment for two-player mode (b) in baseball; no correlation between energy expenditure and game enjoyment for most exergames |
Included studies with physical performance as outcome measures reported by assessment and author
| Study | Outcome (physical performance) | Intervention (game) | Intervention (mode) | Results |
|---|---|---|---|---|
| Feltz et al. 2012 [ | 1) heart rate | EyeToy: Kinetic on PlayStation 2, 5 different plank positions | a) low discrepancy partnered (1:1.01 in persistence) b) moderate discrepancy partnered (1:1.4 in persistence) c) high discrepancy partnered (1:2 in persistence) d) individual control | 1) higher heart rate in partnered conditions (a, b, c) compared to individual control (d) |
| Ganesh et al. 2014 [ | 1) mean distance to target 2) learning (reduction of mean distance to target) | tracking task | absence of connection forces vs. presence of connection forces appearing as (a,c,d,e,f), control group (b) a) novice-novice interaction (20 participants) b) solo (10) c) force-playback (10) d) trajectory-playback (14) e) expert connect (10) f) target connect (10) | 1) novice-novice interaction (a) improved the task performance whether the partner performance was better or worse than the individual performance; highest improvement with stiffness K=120 N/m compared to K=60 N/m or K=180 N/m; force-playback (c) significantly different to novice-novice interaction (a); trajectory-playback, expert connect and target connect (d,e,f) improved the task performance, but significantly less than novice-novice interaction (a); condition (a,c,d) affects behavior; partner performance affects behaviour; target connect (f) performance improvement less then expert connect(e) 2) novice-novice interaction (a) achieved significantly better performance intermittently interacting with a partner compared to solo (b) condition |
| Goršič et al. 2017 [ | 1) root-mean-square (RMS) value of hand velocity 2) mean absolute values of hand velocity | Pong | a) single-player game b) competitive game c) cooperative game with split field d) cooperative game with shared field | 1) competitive play (b) higher RMS value than in other modes (a,c,d) 2) competitive play (b) higher mean absolute value of hand velocity than in other modes (a,c,d) |
| Goršič et al. 2017 [ | 1) root-mean-square (RMS) value of velocity | Pong Game | a) competition session 1 b) competition session 2 c) competition session 3 d) single-player | home rehabilitation group: 1) single-player (d) lower RMS than in other modes (a,b,c) clinical environment group: 1) no difference |
| Goršič et al. 2017 [ | 1) root-mean-square (RMS) of velocity | Pong game | a) no difficulty adaptation b) manual difficulty adaptation c) automatic difficulty adaptation | 1) no statistical test |
| Johnson et al. 2008 [ | 1) game performance 2) total reach displacement 3) movement smoothness 4) peak velocity 5) movement time | tic-tac-toe | a) single-player PC b) multiplayer robotic with aid of a game camera c) multiplayer robotic with aid of a game camera and audio d) multiplayer robotic with aid of a game camera, a user camera and audio | 1) game performance influenced motivation 2) no significant difference between multiplayer robotic with aid of a game camera (b) and multiplayer robotic with aid of a game camera, a user camera and audio (d) 3) no significant difference between (b) and (d) 4) no significant difference between (b) and (d) |
| Mace et al. 2017 [ | 1) score 2) target tracking 3) stability 4) effort 5) smoothness | BalloonBuddies | a) single-player b) dual-player | healthy-healthy experiment: 1) no significant difference 2) accuracy decreased in dual-player condition (b) compared to single-player (a) 3) no significant difference 4) playing with a better partner significantly reduces the effort for the worse performing partners and vice versa for the better partner 5) no significant difference patient-expert experiment: 1-3) patient improved in score, accuracy and stability4-5) little association between patient performance and the effect of dual-player mode (b) on effort or smoothness |
| Novak et al. 2014 [ | 1) game scores | Air hockey | a) single-player b) competitive Interaction c) cooperative Interaction | 1) 19 of the 30 subjects scored higher than the computer in the single-player mode, on average scoring 2.0 points more than the computer in single-player (a); by definition, 15 subjects won and 15 lost in the competitive mode (b), with the mean difference between subjects of 17.7 points; all subjects scored higher than the computer in the cooperative mode (c), with each pair on average winning by 16.3 points |
| Peng and Crouse 2013 [ | 1) physical exertion | Space Pop mini-game in Kinetic Adventures | a) single-player b) cooperate with friend or stranger; same space c) compete with a friend or stranger; separate spaces | 1) significant more physical exertion in single-player (a) than cooperative mode (b); no significant difference between single-player (a) and competitive group (c) |
| Peng and Hsieh 2012 [ | 1) game performance | Balloon Popping game | a) compete with friend b) compete with stranger c) cooperate with friend d) cooperate with stranger | 1) no effect in performance regarding mode (competition a, b versus cooperation c, d) or relationship (friend a, c versus stranger b, d) |
| Staiano et al. 2012 [ | 1) energy expenditure dependency on subsets of intrinsic motivation (sensory immersion, control/choice, challenge/optimal difficulty, goal setting, and feedback) and psychological attraction | Nintendo Wii Exergame: “The Wii Active game” | a) cooperative interaction b) competitive Interaction | 1) high levels of intrinsic motivation due to control/choice predicted high amounts of energy expenditure (a, b); high levels of motivation due to goal setting and sensory immersion predicted lower amounts of energy expenditure; psychological attraction to game play did not significantly predict energy expenditure |
| Staiano et al. 2013 [ | 1) weight change | Nintendo Wii Active Exergame | a) competitive exergame b) cooperative exergame c) control group (no exergaming) | 1) cooperative group (b) lost significantly more weight than the control group (c), competitive group (a) did not significantly differ from the other groups (b, c) |
| Verhoeven et al. 2015 [ | 1) energy expenditure | Kinect Sports (boxing, bowling, tennis, baseball, golf), Just Dance 3 | a) single-player mode b) two-player mode | 1) children consumed more energy in a two-player mode (b) than in a single-player mode (a); no sex differences were found; children consumed significantly more energy in a two-player mode (b) when playing boxing, tennis, and dancing and vice versa when bowling |
Included studies with personality factors as outcome measures reported by assessment and author
| Study | Outcome (personality factors | Intervention (game) | Intervention (mode) | Results |
|---|---|---|---|---|
| Goršič et al. 2017 [ | 1) personality | Pong game | a) single-player game b) competitive game c) cooperative game with split field d) cooperative game with shared field | 1) interest/enjoyment correlated with agreeableness in single-player game (a) and with competitiveness in cooperative game with split field (c); effort/importance correlated with agreeableness in single-player game (a), in cooperative game with split field (c), and cooperative game with shared field (d); effort/importance correlated intellect/imagination in single-player game (a), in the cooperative games (c) and (d); perceived competence correlated with competitiveness in cooperative game with split field (c) |
| Goršič et al. 2017 [ | 1) personality | Pong Game | a) competition session 1 b) competition session 2 c) competition session 3 d) single-player | home rehabilitation group: 1) conscientiousness correlated with preference and fun; conscientiousness and emotional stability correlated with how often participants play computer games; agreeableness was correlated with how often participants play computer games clinical rehabilitation group: 1) agreeableness correlated with how often participants play computer games |
| Novak et al. 2014 [ | 1) personality | Air hockey | a) single-player b) competitive Interaction c) cooperative Interaction | 1) most commonly selected inputs to the classifier predicting mode preference were emotional stability, competitiveness, and the co-player’s extraversion |
Fig. 2Summary of the review. Multiplayer game modes (solid lines) have been shown to differ in their impact compared to single-player game modes (dotted lines) in health-related applications for two differently skilled players (dark red, light blue). In comparison to single-player modes (dotted lines), multiplayer game modes (solid lines) have been shown to positively influence both game experience (left) and game performance (right). The benefit of multiplayer modes is present for players of all skill levels (light blue representing less skilled players, dark red representing skilled players, respectively) and at all conditional task difficulties
Fig. 3Determination of multiplayer modes. According to the taxonomies of Jarrassé [7], Konert [59], and Mueller [58], the applied multiplayer mode can be determined based on the task characteristics. The task characteristics and the players’ behavior define the behavioral characteristics of the multiplayer mode. The references of the included studies (black) and feasibility studies (white) are placed at the multiplayer modes applied in the corresponding studies. The full variety of multiplayer modes was not covered by the included studies and therefore needs further investigation
Fig. 4Difficulty adaptation based on individual condition setting in multiplayer games. Game experience (left) can be optimized by balancing the game performance (right). – Left: The initial game experience under nominal conditions relates to the skill level of the opponent and is non-optimal for differently skilled players (squares). Optimal game experience is perceived by the players when the condition adapts the difficulty towards the players’ skill level (circles). – Right: A common initial game performance state consists of a conditional task difficulty and its corresponding player specific game performance (square). Player specific difficulty adaptation can balance the game performances of the two players (circles)