| Literature DB >> 31248439 |
Nina Rohrbach1, Emily Chicklis2, Danielle Elaine Levac3.
Abstract
PURPOSE: The purported affective impact of virtual reality (VR) and active video gaming (AVG) systems is a key marketing strategy underlying their use in stroke rehabilitation, yet little is known as to how affective constructs are measured or linked to intervention outcomes. The purpose of this scoping review is to 1) explore how motivation, enjoyment, engagement, immersion and presence are measured or described in VR/AVG interventions for patients with stroke; 2) identify directional relationships between these constructs; and 3) evaluate their impact on motor learning outcomes.Entities:
Keywords: Engagement; Enjoyment; Immersion; Motivation; Motor learning; Presence; Scoping review; Stroke; Virtual reality
Mesh:
Year: 2019 PMID: 31248439 PMCID: PMC6598261 DOI: 10.1186/s12984-019-0546-4
Source DB: PubMed Journal: J Neuroeng Rehabil ISSN: 1743-0003 Impact factor: 4.262
Construct definitions
| Construct | Definition | Reference |
|---|---|---|
| Motivation | Motivation encourages action toward a goal by eliciting and/or sustaining goal-directed behavior. | [ |
| Engagement | Engagement is a cognitive and affective quality or experience of a user during an activity. | [ |
| Enjoyment | The state or process of taking pleasure in something. | [ |
| Immersion | The extent to which the VR system succeeds in delivering an environment which refocuses a user’s sensations from the real world to a virtual world. | [ |
| Presence | The psychological product of technological immersion. | [ |
Fig. 1Flow chart depicting the selection process of identified articles
Fig. 2Proposed relationships between the five constructs and motor learning
VR classification
| Markerless/Motion Capture | Controller/Peripheral | |||
|---|---|---|---|---|
| Non-customized | Customized | Non-customized | Customized | |
| Head mounted display | 0 | 3 | 0 | 5 |
| Screen/projection | 13 | 35 | 37 | 73 |
| Stereoscopic 3D glasses | 0 | 0 | 0 | 3 |
Frequency of construct measurement and mention
| Mentioned/described | Measured | |
|---|---|---|
| Motivation | 123/155 (79.35%) | 28/155 (18.06%) |
| Enjoyment/Fun | 73/155 (47.09%) | 42/155 (27.09%) |
| Engagement | 65/155 (41.93%) | 8/155 (5.16%) |
| Immersion | 47/155 (30.32%) | 4/155 (2.58%) |
| Presence | 17/155 (10.96%) | 6/155 (3.87%) |
Name and frequency of outcome measures used per construct
| Construct | Outcome Measurements | Frequency (N) | References |
|---|---|---|---|
| Motivation | IMI | 12 | [ |
| BDI | 2 | [ | |
| Self-designed Questionnairesa | 6 | [ | |
| Flow-Questionnaire | 1 | [ | |
| Time system was used | 1 | [ | |
| Interviews/Comments/Surveys | 10 | [ | |
| Enjoyment/Fun | Sub-scale of IMI (Interest/enjoyment) | 10 | [ |
| Self-designed Questionnairesa | 12 | [ | |
| Flow-Questionnaire | 1 | [ | |
| PACES | 1 | [ | |
| SFQ | 3 | [ | |
| Interviews/Comments/Surveys | 16 | [ | |
| Engagement | Self-designed Questionnairesa | 2 | [ |
| Interviews/Comments/Surveys | 5 | [ | |
| Diaries (training time and duration) | 1 | [ | |
| PQ (involvement items: 5,6,10,23,32) | 1 | [ | |
| Training time | 1 | [ | |
| Flow-Questionnaire | 1 | [ | |
| Immersion | ITQ | 1 | [ |
| SFQ | 2 | [ | |
| PQ (involvement items: 5,6,10,23,32) | 1 | [ | |
| Presence | ITQ | 1 | [ |
| SFQ | 4 | [ | |
| PQ (involvement items: 5,6,10,23,32) | 1 | [ |
IMI Intrinsic Motivation Questionnaire, BDI Beck Depression Inventory with four sections: cognitive, emotive, motivational, physiological; a e.g. VAS/Likert format, PACES Physical ACtivity Enjoyment Scale, PQ Presence Questionnaire, ITQ Immersive Tendencies Questionnaire, SFQ Short Feedback Questionnaire
Quantitative summary of summative content analysis
| Measured | Theme 1: Construct mentioned as a rationale for use of VR/AVG | Theme 2: Construct mentioned as an explanation for successful intervention | |
|---|---|---|---|
| Motivation | 28/155 | 21/28 (75%) | 23/28 (82.1%) |
| Enjoyment/Fun | 42/155 | 25/42 (59.52) | 17/42 (40.47) |
| Engagement | 8/155 | 5/8 (62.5%) | 5/8 (62.5%) |
| Immersion | 4/155 | 4/4 (100%) | 0/4 (0%) |
| Presence | 6/155 | 4/6 (66.7%) | 0/6 (0%) |
Construct relationships proposed by authors
| Source | Destination 1 | Destination 2 | Destination 3 | Frequency | References |
|---|---|---|---|---|---|
| Motivation | Motor Learning | 24 | [ | ||
| Motivation | Enjoyment | 3 | [ | ||
| Motivation | Enjoyment | Motor Learning | 2 | [ | |
| Motivation | Engagement | 12 | [ | ||
| Motivation | Engagement | Motor Learning | 5 | [ | |
| Motivation | Immersion | Motor Learning | 1 | [ | |
| Enjoyment | Motor Learning | 6 | [ | ||
| Enjoyment | Motivation | 15 | [ | ||
| Enjoyment | Motivation | Motor Learning | 5 | [ | |
| Enjoyment | Motivation | Engagement | 4 | [ | |
| Enjoyment | Motivation | Engagement | Motor Learning | 2 | [ |
| Enjoyment | Engagement | 6 | [ | ||
| Enjoyment | Engagement | Motor Learning | 3 | [ | |
| Engagement | Motor Learning | 13 | [ | ||
| Engagement | Motivation | 2 | [ | ||
| Engagement | Motivation | Motor Learning | 1 | [ | |
| Engagement | Enjoyment | 1 | [ | ||
| Engagement | Immersion | Motor Learning | 1 | [ | |
| Engagement | Presence | 1 | [ | ||
| Immersion | Motor Learning | 2 | [ | ||
| Immersion | Motivation | 1 | [ | ||
| Immersion | Engagement | 1 | [ | ||
| Immersion | Presence | Engagement | 2 | [ | |
| Immersion | Presence | Engagement | Motor Learning | 1 | [ |
| Immersion | Presence | Motor Learning | 1 | [ | |
| Presence | Engagement | Motor Learning | 1 | [ |