| Literature DB >> 30881322 |
Katinka van der Kooij1, Rosanne van Dijsseldonk1,2, Milou van Veen1, Frans Steenbrink3, Coen de Weerd3, Krista E Overvliet4,5.
Abstract
We may be motivated to engage in a certain motor activity because it is instrumental to obtaining reward (e.g., money) or because we enjoy the activity, making it intrinsically rewarding. Enjoyment is related to intrinsic motivation which is considered to be a durable form of motivation. Therefore, many rehabilitation programs aim to increase task enjoyment by adding game elements ("gamification"). Here we ask how the influence of game elements on motivation develops over time and additionally explore whether enjoyment influences motor performance. We describe two different studies that varied game elements in different exercises. Experiment 1 compared the durability of enjoyment for a gamified and a conventional balance exercise in elderly. Experiment 2 addressed the question whether adding game elements to a gait adaptability exercise enhances the durability of enjoyment and additionally tested whether the game elements influenced movement vigor and accuracy (motor performance). The results show that the game elements enhanced enjoyment. Enjoyment faded over time, but this decrease tended to be less pronounced in gamified exercises. There was no evidence that the game elements affected movement vigor or accuracy.Entities:
Keywords: exercise; gait; motivation; pleasure; postural balance; psychomotor performance; reward; video games
Year: 2019 PMID: 30881322 PMCID: PMC6405433 DOI: 10.3389/fpsyg.2019.00294
Source DB: PubMed Journal: Front Psychol ISSN: 1664-1078
FIGURE 1Methods Experiment 1. (A) Gamified balance exercise with the “garden hose” game. (B) Conventional balance course: (1) Stepping on a foam cushion. (2) Walking along a narrow path. (3) Turning around full cycle. (4) Walking backward. (5) Standing up from a chair with arms crossed over the chest. (6) Single leg stance. (7) Tandem walking. (8) Single-leg swing. (9) Lifting a glass of water, walking while holding it, and placing it back on the ground. (C) Sequence of tasks and assessments.
FIGURE 2Results Experiment 1. Intrinsic motivation for balance training. Green circles represent the control group and pink triangles represent the game group. (A) IMI Interest/Enjoyment subscale rating as a predictor of responses on the enjoyment rating, motivation-to-continue rating and Quick Motivation Index (QMI). (B) Mean IMI scores for the game and control group. Error bars represent standard errors of the mean. (C) Median QMI scores for the game and control group. Error bars represent the interquartile range. (D) Median QMI as a function of block for the game and control group. Shaded areas represent the interquartile range.
FIGURE 3Methods Experiment 2. (A) Gait Real-time Interactive Lab (GRAIL) system with treadmill, screen and Vicon system. (B) Microbes mini games with avatar, target and obstacles. (C) Sequence of tasks and assessments. (D) Movement accuracy was measured by the center of mass (CoM) deviation: the distance between the CoM avatar and target. (E) Movement vigor was measured from the 95% velocity range of the CoM avatar during a block.
FIGURE 4Results Experiment 2. Green circles represent data from the control group and pink triangles represent data from the game group. Shaded areas indicate the interquartile range. (A) Median QMI for the game and control group. Error bars represent the interquartile range. (B) Median QMI with interquartile range as a function of block. (C) Median movement vigor with interquartile range as a function of block. (D) Median movement accuracy with interquartile range as a function of block.