| Literature DB >> 33935866 |
Laura Tabacof1, Sophie Dewil1, Joseph E Herrera1, Mar Cortes1, David Putrino1.
Abstract
Introduction: People with Spinal Cord Injury (SCI) are at risk of feeling socially disconnected. Competitive esports present an opportunity for people with SCI to remotely engage in a community. The aim of this study is to discuss barriers to esports participation for people with SCI, present adaptive solutions to these problems, and analyze self-reported changes in social connection. Materials andEntities:
Keywords: community participation; social isolation; spinal cord injuries; sports for persons with disabilities; video games
Year: 2021 PMID: 33935866 PMCID: PMC8082019 DOI: 10.3389/fpsyg.2021.612350
Source DB: PubMed Journal: Front Psychol ISSN: 1664-1078
Phone interview questionnaire.
| 1.When did you start gaming? |
| 2.What gaming setup have you traditionally used? |
| a.Why do you like it? |
| b.Why do you dislike it? |
| 3.Are you using the same setup now? |
| a.Why do you like it? |
| b.Why do you dislike it? |
| 4.Have you used the keyboard from Logitech? |
| a.Why do you like it? |
| b.Why do you dislike it? |
| 5.Have you used the mouse from Logitech? |
| a.Why do you like it? |
| b.Why do you dislike it? |
| 6.What is your ideal setup |
| a.Why do you like it? |
| b.Why do you dislike it? |
Player demographics, clinical details, and social connectedness data.
| Player 1 | 29 | F | C3 | A | 11 | 0 | 13 | 0 | 41 | 1 |
| Player 2 | 36 | M | C7 | A | 5 | 10 | 17 | 10 | 48 | 1 |
| Player 3 | 43 | M | C4 | D | 18 | 10 | 29 | 11 | 46 | 2 |
| Player 4 | 30 | M | C5 | B | 13 | 14 | 35 | 14 | 48 | 1 |
| Player 5 | 39 | M | C5 | A | 25 | 6 | 19 | 4 | 25 | 2 |
| Player 6 | 45 | M | C3 | A | 15 | 0 | 13 | 0 | 40 | 2 |
| Player 7 | 34 | M | C5 | A | 12 | 9 | 29 | 2 | 45 | 2 |
ASIA, American Spinal Injury Association (ASIA)'s International Standards for Neurological Classification of Spinal Cord Injury (ISNCSCI); NLI, ASIA Neurological Level of Injury; AIS, ASIA Impairment Score; SCS, Social Connectedness Scale (SCS); SCIM, Spinal Cord Independence Measure.
The AIS has five classification levels, ranging from complete loss of neural function in the affected area to completely normal: (A) the impairment is complete and there is no motor or sensory function left below the level of injury. (B) The impairment is incomplete and sensory function (but not motor function) is preserved below the neurologic level while some sensation is preserved in the sacral segments. (C) The impairment is incomplete and motor function is preserved below the neurologic level, but more than half of the key muscles below the neurologic level have a muscle grade <3/5. (D) The impairment is incomplete and motor function is preserved below the neurologic level, and at least half of the key muscles below the neurologic level have a muscle grade of 3/5 or more. (E) The patient's functions are normal and all motor and sensory functions are preserved.
Figure 1Gaming setups. (A) Gaming setup of P1 and P6 using a QuadStick device. The Quadstick requires only the use of the head and neck. The QuadStick utilizes a coded mapping of sips and puffs to controller commands on a gaming system (Xbox, Playstation, or PC). There are three main tubes into which a user can sip or puff. Each sip or puff corresponds with a command on the gaming system and is controlled through oral orbicularis and diaphragmatic muscle activation. The sip and puff tubes are mounted on a joystick that is controlled through cervical movement (rotation and flexion/extension). The QuadStick sensor sensitivity can be tailored according to each individual's neck movement and sip/puff intensity. The joystick movement corresponds with movement of the player's character in the game. Multiple different controller mappings can be uploaded to the QuadStick at one time and the user is able to dynamically switch between them through the use of a side sip and puff tube. See Supplementary Figure 1 for an example of the button mapping used by the two QuadStick players presented here. (B) Original gaming setup of P2, P3, P5, and P7 using the Logitech keyboard and mouse with the MSI Optix screen (C) P4's current gaming setup. This setup includes a combination of the Xbox Adaptive controller, the Logitech Adaptive Gaming Kit, one joystick from Warfighter Engaged, and the Logitech keyboard.
Figure 2(A) The joystick from P2's powered wheelchair, with a height of 2.5 cm and a diameter of 6.5 cm. (B) P5's custom controller.
Figure 3Ideal or planned gaming setups. (A) Ideal setup of P2 and P7. This setup includes the adaptive Xbox controller, the Logitech Adaptive Gaming Kit, and two joysticks from Warfighter Engaged with an analog switch from the Adaptive Gaming Kit on the base of each joystick. (B) P3's ideal gaming setup. This setup includes the adaptive Xbox controller, the Logitech Adaptive Gaming Kit, one joystick from Warfighter Engaged with an analog switch from the Adaptive Gaming Kit on the base, and one QuadStick. (C) P4's current gaming setup. This setup includes a combination of the Xbox Adaptive controller, the Logitech Adaptive Gaming Kit, one joystick from Warfighter Engaged, and the Logitech keyboard (D) P5's ideal gaming setup. This setup includes the adaptive Xbox controller, the Logitech Adaptive Gaming Kit, a Warfighter Engaged joystick with an analog switch from the Adaptive Gaming Kit on the base, and a trackball mouse.
Figure 4Variability in Social Connectedness Scale (SCS) scores between players by question.
Figure 5Negative correlation between Time since Injury (years) and SCS scores.