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The Usability of a Touchpad Active Video Game Controller for Individuals With Impaired Mobility: Observational Study
BACKGROUND: Video games are a popular sedentary activity among people with impaired mobility; however, active video game hardware typically lacks accessibility and customization options for individuals with mobility impairments. A touchpad video game system can elicit moderate physical activity in h...
Autores principales: | , , , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
JMIR Publications
2023
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Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC10436121/ https://www.ncbi.nlm.nih.gov/pubmed/3753541 http://dx.doi.org/10.2196/41993 |
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author | Mendonca, Christen J Malone, Laurie A Mohanraj, Sangeetha Thirumalai, Mohanraj |
author_facet | Mendonca, Christen J Malone, Laurie A Mohanraj, Sangeetha Thirumalai, Mohanraj |
author_sort | Mendonca, Christen J |
collection | PubMed |
description | BACKGROUND: Video games are a popular sedentary activity among people with impaired mobility; however, active video game hardware typically lacks accessibility and customization options for individuals with mobility impairments. A touchpad video game system can elicit moderate physical activity in healthy adults; however, it is unclear if this system is usable by adults with impaired mobility. OBJECTIVE: The purpose of this study was to assess the usability of a touchpad video game controller system adapted for adults with impaired mobility. Additional outcomes explored were enjoyment, perceived exertion, self-efficacy, participant feedback, and researcher observations of gameplay. METHODS: Participants played several video game titles for 20 minutes with a touchpad video game controller as they stood or sat in a chair or their wheelchair. Usability was assessed with the System Usability Scale (SUS) and the Health Information Technology Usability Evaluation Scale (Health-ITUES) surveys after gameplay. After each video game, participants reported enjoyment using a visual analog scale (0 to 100 mm) and a rating of perceived exertion using the OMNI 0 to 10 scale. Self-efficacy was measured before and after gameplay. Participants provided feedback at the end of their session. RESULTS: In total, 21 adults (6 females and 15 males) with a mean age of 48.8 (SD 13.8) years with various mobility impairments participated in this study. The touchpads received mean usability scores on the SUS 80.1 (SD 18.5) and Health-ITUES 4.23 (SD 0.67). CONCLUSIONS: The SUS scores reported suggest the touchpad system is “usable”; however, the Health-ITUES scores were slightly below a suggested benchmark. Participants reported moderate to high enjoyment but perceived the exertion as “somewhat easy.” Self-efficacy was moderate to high and did not differ pre- to postgame play. The participants regarded the touchpads as novel, fun, and entertaining. The generalizability of our results is limited due to the heterogenous sample; however, our participants identified several areas of improvement for future iteration. |
format | Online Article Text |
id | pubmed-10436121 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2023 |
publisher | JMIR Publications |
record_format | MEDLINE/PubMed |
spelling | pubmed-104361212023-08-19 The Usability of a Touchpad Active Video Game Controller for Individuals With Impaired Mobility: Observational Study Mendonca, Christen J Malone, Laurie A Mohanraj, Sangeetha Thirumalai, Mohanraj JMIR Rehabil Assist Technol Original Paper BACKGROUND: Video games are a popular sedentary activity among people with impaired mobility; however, active video game hardware typically lacks accessibility and customization options for individuals with mobility impairments. A touchpad video game system can elicit moderate physical activity in healthy adults; however, it is unclear if this system is usable by adults with impaired mobility. OBJECTIVE: The purpose of this study was to assess the usability of a touchpad video game controller system adapted for adults with impaired mobility. Additional outcomes explored were enjoyment, perceived exertion, self-efficacy, participant feedback, and researcher observations of gameplay. METHODS: Participants played several video game titles for 20 minutes with a touchpad video game controller as they stood or sat in a chair or their wheelchair. Usability was assessed with the System Usability Scale (SUS) and the Health Information Technology Usability Evaluation Scale (Health-ITUES) surveys after gameplay. After each video game, participants reported enjoyment using a visual analog scale (0 to 100 mm) and a rating of perceived exertion using the OMNI 0 to 10 scale. Self-efficacy was measured before and after gameplay. Participants provided feedback at the end of their session. RESULTS: In total, 21 adults (6 females and 15 males) with a mean age of 48.8 (SD 13.8) years with various mobility impairments participated in this study. The touchpads received mean usability scores on the SUS 80.1 (SD 18.5) and Health-ITUES 4.23 (SD 0.67). CONCLUSIONS: The SUS scores reported suggest the touchpad system is “usable”; however, the Health-ITUES scores were slightly below a suggested benchmark. Participants reported moderate to high enjoyment but perceived the exertion as “somewhat easy.” Self-efficacy was moderate to high and did not differ pre- to postgame play. The participants regarded the touchpads as novel, fun, and entertaining. The generalizability of our results is limited due to the heterogenous sample; however, our participants identified several areas of improvement for future iteration. JMIR Publications 2023-08-03 /pmc/articles/PMC10436121/ /pubmed/3753541 http://dx.doi.org/10.2196/41993 Text en ©Christen J Mendonca, Laurie A Malone, Sangeetha Mohanraj, Mohanraj Thirumalai. Originally published in JMIR Rehabilitation and Assistive Technology (https://rehab.jmir.org), 03.08.2023. https://creativecommons.org/licenses/by/4.0/This is an open-access article distributed under the terms of the Creative Commons Attribution License (https://creativecommons.org/licenses/by/4.0/), which permits unrestricted use, distribution, and reproduction in any medium, provided the original work, first published in JMIR Rehabilitation and Assistive Technology, is properly cited. The complete bibliographic information, a link to the original publication on https://rehab.jmir.org/, as well as this copyright and license information must be included. |
spellingShingle | Original Paper Mendonca, Christen J Malone, Laurie A Mohanraj, Sangeetha Thirumalai, Mohanraj The Usability of a Touchpad Active Video Game Controller for Individuals With Impaired Mobility: Observational Study |
title | The Usability of a Touchpad Active Video Game Controller for Individuals With Impaired Mobility: Observational Study |
title_full | The Usability of a Touchpad Active Video Game Controller for Individuals With Impaired Mobility: Observational Study |
title_fullStr | The Usability of a Touchpad Active Video Game Controller for Individuals With Impaired Mobility: Observational Study |
title_full_unstemmed | The Usability of a Touchpad Active Video Game Controller for Individuals With Impaired Mobility: Observational Study |
title_short | The Usability of a Touchpad Active Video Game Controller for Individuals With Impaired Mobility: Observational Study |
title_sort | usability of a touchpad active video game controller for individuals with impaired mobility: observational study |
topic | Original Paper |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC10436121/ https://www.ncbi.nlm.nih.gov/pubmed/3753541 http://dx.doi.org/10.2196/41993 |
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