| Literature DB >> 34255653 |
Samuel Elia Johannes Knobel1, Brigitte Charlotte Kaufmann2,3, Stephan Moreno Gerber1, Prabitha Urwyler1, Dario Cazzoli1,3, René M Müri1,2,4, Tobias Nef1,4,5, Thomas Nyffeler1,2,3.
Abstract
BACKGROUND: Serious games are gaining increasing importance in neurorehabilitation since they increase motivation and adherence to therapy, thereby potentially improving its outcome. The benefits of serious games, such as the possibility to implement adaptive feedback and the calculation of comparable performance measures, can be even further improved by using immersive virtual reality (iVR), allowing a more intuitive interaction with training devices and higher ecological validity.Entities:
Keywords: concept; development; gaming; immersion; neglect; search task; serious game; stroke; usability; virtual reality
Year: 2021 PMID: 34255653 PMCID: PMC8285750 DOI: 10.2196/29182
Source DB: PubMed Journal: JMIR Serious Games Impact factor: 4.143
Figure 1Immersive virtual reality game, with (A) the participant’s field of view (yellow) within the head-mounted display, which moved if the player (blue) turned his or her head, and the area where the target could appear (dashed line; spawn area), which was locked to the midsagittal plane; and (B) a schematic representation of a participant wearing the head-mounted display and performing the task.
Figure 2Exemplary scene of the gameplay, (A) as implemented in step 1 (healthy individuals) and (B) after the modifications performed in step 2 (patients with right hemispheric stroke and hemispatial neglect).
Change per level algorithm.
| Task and target parameters | Level 1 | Change per levela | Level 15 |
| Lifetime (seconds) | 15 | –0.786 | 4 |
| Speed (°/second) | 2 | +2.36 | 35 |
| Level-up threshold (%) | >70 | +1.42 | >90 |
| Level-down threshold (%) | <60 | +1.42 | <80 |
aThe stepwise change per level between Level 1 and Level 15.
Individual demographical and neuropsychological data from step 2 for patients with hemispatial neglect.
| Patient code | Age range (years) | Gender | Lesion type | Time since stroke (days) | CBSa | CoCb (SNTc single) | Number of played chickens | Play duration (min) |
| P_26 | 70-75 | Male | Ischemic | 85 | 6 | 0.184 | 195 | 16.5 |
| P_27 | 55-60 | Male | Hemorrhagic | 145 | 2 | 0.208 | 100 | 10.4 |
| P_28 | 80-85 | Male | Bleeding | 49 | 8 | 0.746 | 50 | 9.4 |
| P_29 | 80-85 | Female | Ischemic | 52 | 9 | 0.998 | 44 | 8.1 |
| P_30 | 75-80 | Male | Ischemic | 42 | 8 | 0.293 | 80 | 9.2 |
| P_31 | 50-55 | Female | Ischemic | 106 | 3 | 0.414 | 80 | 13.2 |
| P_32 | 65-70 | Female | Ischemic | 59 | 2 | –0.067 | 80 | 10.2 |
| P_33 | 70-75 | Female | Ischemic | 58 | 3 | 0.824 | 80 | 9.3 |
| P_34 | 85-90 | Male | Ischemic | 29 | 18 | 0.998 | 80 | 8.4 |
| P_35 | 50-55 | Male | Hemorrhagic | 39 | 10 | 0.046 | 150 | 13.0 |
| P_36 | 60-65 | Female | Ischemic | 38 | 17 | 0.191 | 100 | 10.1 |
aCBS: Catherine Bergego Scale (0-30).
bCoC: Center of Cancellation (–1 to 1).
cSNT: Sensitive Neglect Test.
Exact formulations that were asked in the questionnaires.
| Questionnaire, number | Question | Domain | |||
|
|
|
| |||
|
| 1 | I thought the system was easy to use | Usability | ||
|
| 2 | I think that I would like to use this system frequently | Usability | ||
|
| 3 | I felt very confident using the system | Usability | ||
|
|
|
| |||
|
| 4 | General discomfort | Sickness | ||
|
| 5 | Stomach awareness | Sickness | ||
|
| 6 | Sweating | Sickness | ||
|
| 7 | Nausea | Sickness | ||
|
| 8 | Headache | Oculomotor problems | ||
|
| 9 | Eye strain | Oculomotor problems | ||
|
| 10 | Dizziness | Disorientation | ||
|
|
|
| |||
|
| 11 | In the virtual world, I had a sense of “being there.”g | Immersion | ||
|
| 12 | Somehow, I felt that the virtual world surrounded me.h | Presence | ||
|
|
|
| |||
|
| 13 | I was motivated for a good performance. | Motivation | ||
|
| 14 | The game was frustrating. | Frustration | ||
|
| 15 | The game was challenging. | Challenge | ||
|
| 16 | The game was entertaining. | Entertainment | ||
aSUS: System Usability Scale.
bFully disagree to fully agree; score range, 1-5; midpoint, 3; scored as the mean of Q1-Q3.
cSSQ: Simulator Sickness Questionnaire.
dNone to severe; score range, 1-4; midpoint, 2.5; scored as the mean of Q4-Q10.
eIPQ: Igroup Presence Questionnaire.
fScore range, 1-5; midpoint, 3; each question is scored individually.
gNot at all to very much.
hFully disagree to fully agree.
iPGTQ: Perception of Game Training Questionnaire.
jFully disagree to fully agree; score range, 1-7; midpoint, 4.5; each question is scored individually.
Results of the System Usability Scale (SUS), where 1 means “unusable” and 5 means “very usable,” and the Simulator Sickness Questionnaire (SSQ), where 1 means “None” and 4 means “Severe” side effects.
| Study group | SUS, mean (SD) | SSQ, mean (SD) |
| Young | 4.41 (0.49) | 1.42 (0.45) |
| Elderly | 4.46 (0.73) | 1.27 (0.24) |
| Stroke | 4.73 (0.44) | 1.05 (0.10) |
Figure 3Igroup Presence Questionnaire results from the healthy participants (young, elderly) and the patients (stroke).
Figure 4Level difference (and standard error) in the number of levels over the round compared to the starting level. In the neglect-group for the bars, only the 6 patients that played for 10 rounds were included. The raw values are included for the other 3 patients. The level difference is the mean of the difference between the level in round x minus the starting level.
Figure 5The 3 panels show 3 exemplary controller movements (within a 2x2 m space), which represents the participant's hand movement around the participant’s position (grey circle) over the total course of the task.
Figure 6Correlation between the Center of Cancellation (CoC; as an objective measure of neglect severity) in the Sensitive Neglect Test (SNT) and the mean search time for the (A) left hemispace and (B) right hemispace in patients with neglect.