| Literature DB >> 35422697 |
Bianca Guglietti1, David A Hobbs2,3, Bradley Wesson2, Benjamin Ellul1, Angus McNamara1, Simon Drum4, Lyndsey E Collins-Praino1.
Abstract
Whilst Parkinson's disease (PD) is typically thought of as a motor disease, a significant number of individuals also experience cognitive impairment (CI), ranging from mild-CI to dementia. One technique that may prove effective in delaying the onset of CI in PD is cognitive training (CT); however, evidence to date is variable. This may be due to the implementation of CT in this population, with the motor impairments of PD potentially hampering the ability to use standard equipment, such as pen-and-paper or a computer mouse. This may, in turn, promote negative attitudes toward the CT paradigm, which may correlate with poorer outcomes. Consequently, optimizing a system for the delivery of CT in the PD population may improve the accessibility of and engagement with the CT paradigm, subsequently leading to better outcomes. To achieve this, the NeuroOrb Gaming System was designed, coupling a novel accessible controller, specifically developed for use with people with motor impairments, with a "Serious Games" software suite, custom-designed to target the cognitive domains typically affected in PD. The aim of the current study was to evaluate the usability of the NeuroOrb through a reiterative co-design process, in order to optimize the system for future use in clinical trials of CT in individuals with PD. Individuals with PD (n = 13; mean age = 68.15 years; mean disease duration = 8 years) were recruited from the community and participated in three co-design loops. After implementation of key stakeholder feedback to make significant modifications to the system, system usability was improved and participant attitudes toward the NeuroOrb were very positive. Taken together, this provides rationale for moving forward with a future clinical trial investigating the utility of the NeuroOrb as a tool to deliver CT in PD.Entities:
Keywords: Parkinson’s; brain training; co-design; cognitive impairment; cognitive training; dementia; serious games
Year: 2022 PMID: 35422697 PMCID: PMC9002613 DOI: 10.3389/fnagi.2022.728212
Source DB: PubMed Journal: Front Aging Neurosci ISSN: 1663-4365 Impact factor: 5.750
FIGURE 1The Orby Controller, which consists of several features specifically adapted for motor dysfunction, including: (1) a spherical shape to allow for ergonomic bimanual control, (2) gray grip pads (partially obscured during use) and optional hand straps to support hand placement, (3) an adjustable sensitivity threshold, to prevent random movements from being interpreted as purposeful, (4) vibration to provide haptic feedback to the player, and (5) a large red selection button on the front of the controller to reduce the fine motor requirement (not shown).
FIGURE 2Representative screenshots from each of the games included within the NeuroOrb suite: (A) A Bridge Too Far; (B) Farm Quest; (C) Snake; (D) Squirrel; (E) Sunday Driver; (F) Marine Life; (G) Driving Maniac; (H) Swimma; (I) Whack-a-Mole; (J) Munchkinis; (K) Who’s the Boss?; (L) Chow Time!
Overview of primary and supplementary cognitive domains trained in the gaming suite and game descriptions.
| Game | Primary rationale | Supp 1 | Supp 2 | Supp 3 | Game description |
| A Bridge Too Far | Working Memory | Cognitive Flexibility/Set Shifting | Visuospatial | A running game that requires the player to collect coins, cans of soda (for energy) and the correct color gem, while navigating a never-ending path and avoiding gaps. | |
| Farm Quest | Problem Solving/Abstract Reasoning | Planning | Attention | A puzzle game that requires problem solving skills to separate different farm produce into like groupings and reach a flag on the other side of a vegetable patch. | |
| Snake | Visuospatial Function | Avoidance Learning | Attention | A snake character needs to be navigated within an arena, avoiding obstacles, boundaries and its own body, whilst collecting different “orbs.” Additionally, an eagle intermittently flies across the arena requiring the player to decide if they will risk their life to collect the orbs or seek safety in a nearby lake. | |
| Squirrel | Attention | Working Memory | Cognitive Flexibility/Set Shifting | Visuospatial | A squirrel character requires navigation around a never-ending tree, avoiding branches, with speed and number of obstacles increasing as the player progresses. Prior to the start of each level, players are presented with a “shopping list” of colored berries and the number of each that they are required to collect. Players must avoid all other colored berries not specified for collection. |
| Sunday Driver | Attention | Working Memory | Spatial Navigation | Cognitive Flexibility | A driving game that requires players to navigate a large area to find and collect different characters that are spread around the course through trial and error, and to return them to a central tent. |
| Marine Life | Attention/Working Memory | Cognitive Flexibility/Set Shifting | Avoidance Learning | Spatial Navigation | A deep ocean game that requires different sea creature characters to be navigated around to eat a specified number of other sea creatures before progressing to the next level. Each level includes a “danger” creature (or creatures) that the player must avoid, with the player’s character and those they are asked to eat and avoid changing with each level. |
| Driving Maniac | Visuospatial | Attention | A vertical-scrolling driving game that involves navigation of a car along a road where the player must avoid obstacles such as other cars, oil slicks and roadblocks, whilst collecting extra lives and fuel-tanks. Speed increases with distance traveled, to increase the difficulty. | ||
| Swimma | Attention | Working Memory | Problem Solving/Abstract Reasoning | Cognitive Flexibility/Set Shifting | A side-scrolling game that requires navigation of a scuba diver character through a constantly moving underwater environment, whilst avoiding other sea creatures, collecting certain gems, avoiding a particular gem, and collecting air bubbles and extra lives to stay alive. |
| Whack-A-Mole | Attention | Working Memory | Sequence Learning | A game that requires players to hit dirt burrows with a hammer in the same sequence that moles appear and then hide, to reveal each mole. The number of burrows increases with each stage, the number of moles appearing in a sequence increases, and the rate of appearance varies between moles (e.g., first and second moles might pop up quickly, but the third may be slightly delayed). | |
| Who’s the Boss? | Problem Solving/Abstract Reasoning | Working Memory | Risk-Taking Behavior | A puzzle game that presents the player with a pair of characters (e.g., Cat/Sheep) and asks them to guess who they believe the “boss” is, with feedback (correct/incorrect) provided instantaneously. Subsequent pairs of characters (e.g., Penguin/Chicken) are then presented, and through a series of exposures of different combinations of paired characters, the player must determine the correct hierarchy of characters, receiving coins depending on the number of paired exposures they required to make their guess. The player can also choose to bet on their confidence in their final decision. | |
| Munchkinis | Abstract Reasoning | Cognitive Flexibility/Set Shifting | A puzzle game requiring the guidance of “Munchkinis” characters through a series of gates, in order to guide them home. Each level involves a series of gates (2 or 4) that allow entry based on a particular trait (e.g., glasses vs. no glasses, hat vs. hair, etc.). The player must use trial and error to determine the sorting criteria and allocate each Munchkinis through their respective gate. | ||
| Chow Time | Response Inhibition | Attention | Working Memory | Players are presented with a moving conveyer belt with various foods/items and must sort the edible food (e.g., melon) from the non-edible items (e.g., an old boot). To select, players must make an intentional selection of the edible food by moving the controller toward the second conveyer belt to collect; however, no movement is required when faced with inedible food. The conveyer belt increases in speed with each level. |
FIGURE 3A timeline of the co-design trial. The NeuroOrb system was first developed in collaboration with a gaming developer (BW). Participants were then invited to participate in three 60-min sessions over the course of a week, spaced 48 h apart. Extensive survey and verbal feedback was collected at the end of the first and third sessions. This feedback was then used to make significant changes to both the hardware and software of the NeuroOrb system. Following these changes (∼1-month post-exposure), participants were invited back for another 60-min gaming session and were encouraged to provide initial feedback on the changes made. They were then invited back a second time (∼6 months post-exposure) for a further 60-min session with the NeuroOrb system, followed by the completion of detailed feedback about the gaming suite and system as a whole.
Demographic and patient data (n = 13), Mean ± SD.
| Patient Data | Mean ± SD | Range/Proportion |
| Age (Years) | 68.15 ± 8.54 | 48–81 |
| Gender (M/F) | – | 6/7 |
| Years Since Diagnosis | 8 ± 5.43 | 1–19 |
| MMSE | 29 ± 0.82 | – |
| GDS | 3.42 ± 4.08 | – |
| PDQ-39 Summary Index | 21 ± 11.25 | – |
| Affected Side (Right/Left/Equal) | – | 2/6/5 |
| Dominant Hand Affected | – | 7/13 |
| DBS Surgery | – | 2/13 |
| Time Since Medication (hours) | 1.85 ± 1.11 | – |
Session 1 – Initial feedback on the NeuroOrb system.
| Initial Feedback | Mean ± SD | |
| Initial Enjoyment | % Yes | 91.7% |
| Games | 7.75 ± 2.18 | |
| NeuroOrb System | 7.58 ± 2.19 | |
| Challenging | % Yes | 100% |
| Difficulty | Games | 6.25 ± 1.29 |
| Controller | 5.83 ± 1.85 | |
| Confidence | Likelihood of improvement/maintenance of cognitive function | 7.92 ± 1.78 |
%, percent of participants who answered “yes.” Scores are based on a scale of 1–10 (1 = very poor/easy, 10 = very challenging/enjoyable). n = 12, Mean ± SD.
FIGURE 4Despite being shown a traditional grip (one hand over each grip pad) in the initial session, following additional exposures to the Orby controller, participants adopted several different techniques to control the device, including one handed (A), upper hold (B) or lower hold (C), fingertips (D) and bear grip (E) for those with more prominent motor dysfunction.
Individual game feedback, pre-modification.
| Content | Usability | Overall rating | ||||||||
| Res. | Enjoyed (% yes) | Enjoyment rating (Av interest + Enjoyment)/10 | Challenge (% yes) | Difficulty rating/10) | Features (color/animation/sound)/3 | Clear instruction (% yes) | Ease of play (% yes) | Controls/3 | ||
| A Bridge Too Far | 13 | 100% | 7.42 ± 1.82 | 84.6% | 7 ± 0.0 | 2.81 ± 0.27 | 69.2% | 100% | 2.62 ± 0.51 |
|
| Farm Quest | 11 | 36.4% | 5.73 ± 2.31 | 100% | 7.36 ± 1.63 | 2.77 ± 0.44 | 70% | 54.6% | 2.7 ± 0.48 |
|
| Squirrel | 12 | 91.7% | 7.17 ± 1.36 | 81.8% | 6.33 ± 1.72 | 2.73 ± 0.46 | 100% | 81.8% | 2.64 ± 0.67 |
|
| Snake | 12 | 41.7% | 4.54 ± 1.83 | 75% | 6.67 ± 2.23 | 2.64 ± 0.55 | 70% | 33.3% | 1.82 ± 0.75 |
|
| Sunday Driver | 9 | 66.67% | 6.44 ± 1.97 | 100% | 7.44 ± 1.24 | 2.59 ± 0.52 | 22.2% | 22.2% | 2.62 ± 0.52 |
|
| Marine Life | 11 | 90.9% | 7 ± 2.23 | 90% | 6.73 ± 1.95 | 2.83 ± 0.37 | 88.9% | 72.7% | 2.5 ± 0.53 |
|
| Swimma | 7 | 85.7% | 6.71 ± 1.50 | 85.7% | 6 ± 1.83 | 2.56 ± 0.54 | 66.7% | 57.1% | 2.33 ± 0.52 |
|
| Driving Maniac | 12 | 100% | 7.71 ± 2.18 | 100% | 7.33 ± 1.23 | 2.52 ± 0.52 | 85.7% | 75% | 2.46 ± 0.53 |
|
| Whack-A-Mole | 10 | 80% | 7.55 ± 1.58 | 80% | 7.2 ± 1.40 | 2.73 ± 0.45 | 100% | 88.9% | 2.33 ± 0.82 |
|
| Munchkinis | 7 | 85.7% | 7.64 ± 2.33 | 100% | 8 ± 1.41 | 3 ± 0.0 | 100% | 57.1% | 3 ± 0.0 |
|
| Who’s the Boss? | 10 | 70% | 5.85 ± 2.16 | 100% | 7.3 ± 1.49 | 2.67 ± 0.49 | 66.7% | 80% | 2.67 ± 0.5 |
|
| Chow Time | 10 | 80% | 6.3 ± 2.64 | 30% | 4.2 ± 1.75 | 2.63 ± 0.51 | 100% | 100% | 2.75 ± 0.46 |
|
Res, respondents, % indicates percent of participants who answered “yes.” Ratings are on a scale of 1–10 (1 = very poor/easy – 10 = very challenging/enjoyable). Features and controls are on a scale of 1–3 (1 = Not Good, 2 = Average, 3 = Good). For all ratings, the table presents Mean (±SD).
Results of the system usability scale questionnaire: pre- versus post-modifications.
| Scores are based on a scale of 1–5 (1 = Strongly Disagree, 5 = Strongly Agree). Mean ± SD | ||
| Pre-modification ( | Post-modification ( | |
|
| ||
| System Usability Scale – Questions | Mean ± SD | Mean ± SD |
| I think that I would like to use the NeuroOrb System frequently | 3.23 ± 0.6 | 3.67 ± 0.71 |
| I found the NeuroOrb System unnecessarily complex | 1.92 ± 0.86 | 1.67 ± 0.71 |
| I thought the NeuroOrb System was easy to use | 3.46 ± 0.78 | 4.00 ± 1.12 |
| I think that I would need the support of a technical person to be able to use the NeuroOrb System | 2.08 ± 0.95 | 2.11 ± 1.05 |
| I found the various functions of the NeuroOrb System were well integrated | 3.46 ± 0.88 | 3.78 ± 0.44 |
| I thought there was too much inconsistency in the NeuroOrb System | 2.39 ± 1.04 | 1.56 ± 0.53 |
| I would image that most people would learn to use the NeuroOrb System very quickly | 3.77 ± 0.93 | 4.00 ± 1.00 |
| I found the NeuroOrb System very cumbersome to use | 2.38 ± 0.96 | 2.11 ± 1.09 |
| I felt very confident using the NeuroOrb System | 3.39 ± 0.96 | 4.00 ± 1.00 |
| I needed to learn a lot of things before I could get going with the NeuroOrb System | 2.31 ± 0.95 | 2.11 ± 1.20 |
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FIGURE 5(A) One of the changes made to Sunday Driver included the addition of prompts to instruct individuals based on their gameplay. For example, players would be reminded of the goal if they remained stationary for too long. (B) One of the changes made to Farm Quest included the addition of a time-activated hint trigger, offering the player the option of a hint for the next move.
Individual game feedback, post-modification.
| Content | Usability | Overall rating | ||||||||
| Res. | Enjoyed (% yes) | Enjoyment rating (Av interest + enjoyment)/10 | Challenge (% Yes) | Difficulty rating/10) | Features (color/animation/sound)/3 | Clear instruction (% yes) | Ease of play (% yes) | Controls/3 | ||
|
| 9 | 100% | 7.17 ± 1.58 | 56% | 5.22 ± 1.56 | 2.59 ± 0.55 | 89% | 89% | 2.44 ± 0.53 | |
| Farm Quest | 4 | 100% | 8.13 ± 1.34 | 100% | 7.25 ± 0.96 | 2.83 ± 0.19 | 50% | 50% | 2.75 ± 0.50 |
|
| Squirrel | 5 | 100% | 7.00 ± 1.80 | 60% | 6.20 ± 1.48 | 2.93 ± 0.26 | 100% | 100% | 3.00 ± 0.00 |
|
| Snake | 4 | 100% | 7.50 ± 0.58 | 75% | 5.75 ± 1.71 | 2.92 ± 0.29 | 100% | 100% | 2.75 ± 0.50 |
|
| Sunday Driver | 3 | 100% | 7.67 ± 0.58 | 100% | 7.33 ± 1.15 | 2.56 ± 0.58 | 67% | 100% | 2.00 ± 1.00 |
|
| Marine Life | 4 | 75% | 5.63 ± 3.36 | 50% | 6.67 ± 0.58 | 2.5 ± 0.58 | 67% | 50% | 2.75 ± 0.50 |
|
| Swimma | 4 | 67% | 6.50 ± 3.00 | 75% | 6.00 ± 2.94 | 2.67 ± 0.53 | 67% | 75% | 2.50 ± 0.58 |
|
| Driving Maniac | 4 | 100% | 8.38 ± 1.72 | 100% | 5.75 ± 3.40 | 2.50 ± 0.58 | 75% | 100% | 2.50 ± 0.58 |
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| Whack-A-Mole | 4 | 100% | 8.63 ± 1.04 | 100% | 7.75 ± 0.96 | 2.67 ± 0.53 | 67% | 50% | 2.75 ± 0.50 |
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| Munchkinis | 3 | 100% | 9.33 ± 0.58 | 100% | 6.67 ± 2.31 | 3.00 ± 0.00 | 100% | 67% | 3.00 ± 0.00 |
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| Who’s the Boss? | 5 | 100% | 7.20 ± 1.78 | 80% | 6.60 ± 1.82 | 2.53 ± 0.55 | 100% | 60% | 2.60 ± 0.55 |
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| Chow Time | 3 | 100% | 9.33 ± 0.58 | 67% | 7.0 ± 1.00 | 3.00 ± 0.00 | 100% | 100% | 3.00 ± 0.00 |
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Res, respondents, % indicates percent of participants who answered “yes.” Ratings are on a scale of 1–10 (1 = very poor/easy – 10 = very challenging/enjoyable). Features and controls are on a scale of 1–3 (1 = Not Good, 2 = Average, 3 = Good). For all ratings, the table presents Mean (±SD).
Absolute increase/decrease from baseline for each individual games following modifications.
| Content | Usability | Overall rating/10 | |||||||
| Enjoyed | Enjoyment rating/10 | Challenge | Difficulty rating/10 | Features (color/animation/sound/3 | Clear instruction | Ease of play | Controls/3 | ||
| A Bridge Too Far | +0% | –0.25 | –29% | –1.78 | –0.22 | +20% | –11% | –0.18 |
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| Farm Quest | +64% | +2.4 | +0% | –0.11 | +0.06 | –20% | –5% | +0.05 |
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| Squirrel | +8% | –0.17 | –22% | –0.13 | +0.2 | +0% | +18% | +0.36 |
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| Snake | +58% | +2.96 | +0% | –0.92 | +0.28 | +30% | +67% | +0.93 |
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| Sunday Driver | +33% | +1.23 | +0% | –0.11 | –0.03 | +45% | +78% | –0.62 |
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| Marine Life | –16% | –1.37 | –40% | –0.06 | –0.33 | –22% | –23% | +0.25 |
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| Swimma | –19% | –0.21 | –11% | +0 | +0.11 | +0.3% | +18% | +0.17 |
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| Driving Maniac | 0% | +0.67 | +0% | –1.58 | –0.02 | –11% | +25% | +0.04 |
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| Whack-A-Mole | 20% | +1.08 | +20% | +0.55 | –0.06 | –33% | –39% | +0.42 |
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| Munchkinis | +14% | +1.69 | +0% | –1.33 | +0 | +0% | +10% | +0 |
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| Who’s the Boss? | +30% | +1.35 | –20% | –0.7 | –0.14 | –33% | –20% | –0.07 |
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| Chow Time | +20% | +3.03 | +37% | +2.8 | +0.37 | +0% | +0% | +0.25 |
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Absolute increase or decrease from baseline is indicated for each measure, presented as either change in percentage (for measures recording % yes) or change in points (for measures using a rating scale). Pre- and post-modification scores can be seen in