Cargando…

Train vs. Play: Evaluating the Effects of Gamified and Non-Gamified Wheelchair Skills Training Using Virtual Reality

This study compares the influence of a gamified and a non-gamified virtual reality (VR) environment on wheelchair skills training. In specific, the study explores the integration of gamification elements and their influence on wheelchair driving performance in VR-based training. Twenty-two non-disab...

Descripción completa

Detalles Bibliográficos
Autores principales: Zorzi, Chantal, Tabbaa, Luma, Covaci, Alexandra, Sirlantzis, Konstantinos, Marcelli, Gianluca
Formato: Online Artículo Texto
Lenguaje:English
Publicado: MDPI 2023
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC10669445/
https://www.ncbi.nlm.nih.gov/pubmed/38002393
http://dx.doi.org/10.3390/bioengineering10111269
_version_ 1785139698292752384
author Zorzi, Chantal
Tabbaa, Luma
Covaci, Alexandra
Sirlantzis, Konstantinos
Marcelli, Gianluca
author_facet Zorzi, Chantal
Tabbaa, Luma
Covaci, Alexandra
Sirlantzis, Konstantinos
Marcelli, Gianluca
author_sort Zorzi, Chantal
collection PubMed
description This study compares the influence of a gamified and a non-gamified virtual reality (VR) environment on wheelchair skills training. In specific, the study explores the integration of gamification elements and their influence on wheelchair driving performance in VR-based training. Twenty-two non-disabled participants volunteered for the study, of whom eleven undertook the gamified VR training, and eleven engaged in the non-gamified VR training. To measure the efficacy of the VR-based wheelchair skills training, we captured the heart rate (HR), number of joystick movements, completion time, and number of collisions. In addition, an adapted version of the Wheelchair Skills Training Program Questionnaire (WSTP-Q), the Igroup Presence Questionnaire (IPQ), and the Simulator Sickness Questionnaire (SSQ) questionnaires were administered after the VR training. The results showed no differences in wheelchair driving performance, the level of involvement, or the ratings of presence between the two environments. In contrast, the perceived cybersickness was statistically higher for the group of participants who trained in the non-gamified VR environment. Remarkably, heightened cybersickness symptoms aligned with increased HR, suggesting physiological connections. As such, while direct gamification effects on the efficacy of VR-based wheelchair skills training were not statistically significant, its potential to amplify user engagement and reduce cybersickness is evident.
format Online
Article
Text
id pubmed-10669445
institution National Center for Biotechnology Information
language English
publishDate 2023
publisher MDPI
record_format MEDLINE/PubMed
spelling pubmed-106694452023-10-31 Train vs. Play: Evaluating the Effects of Gamified and Non-Gamified Wheelchair Skills Training Using Virtual Reality Zorzi, Chantal Tabbaa, Luma Covaci, Alexandra Sirlantzis, Konstantinos Marcelli, Gianluca Bioengineering (Basel) Article This study compares the influence of a gamified and a non-gamified virtual reality (VR) environment on wheelchair skills training. In specific, the study explores the integration of gamification elements and their influence on wheelchair driving performance in VR-based training. Twenty-two non-disabled participants volunteered for the study, of whom eleven undertook the gamified VR training, and eleven engaged in the non-gamified VR training. To measure the efficacy of the VR-based wheelchair skills training, we captured the heart rate (HR), number of joystick movements, completion time, and number of collisions. In addition, an adapted version of the Wheelchair Skills Training Program Questionnaire (WSTP-Q), the Igroup Presence Questionnaire (IPQ), and the Simulator Sickness Questionnaire (SSQ) questionnaires were administered after the VR training. The results showed no differences in wheelchair driving performance, the level of involvement, or the ratings of presence between the two environments. In contrast, the perceived cybersickness was statistically higher for the group of participants who trained in the non-gamified VR environment. Remarkably, heightened cybersickness symptoms aligned with increased HR, suggesting physiological connections. As such, while direct gamification effects on the efficacy of VR-based wheelchair skills training were not statistically significant, its potential to amplify user engagement and reduce cybersickness is evident. MDPI 2023-10-31 /pmc/articles/PMC10669445/ /pubmed/38002393 http://dx.doi.org/10.3390/bioengineering10111269 Text en © 2023 by the authors. https://creativecommons.org/licenses/by/4.0/Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license (https://creativecommons.org/licenses/by/4.0/).
spellingShingle Article
Zorzi, Chantal
Tabbaa, Luma
Covaci, Alexandra
Sirlantzis, Konstantinos
Marcelli, Gianluca
Train vs. Play: Evaluating the Effects of Gamified and Non-Gamified Wheelchair Skills Training Using Virtual Reality
title Train vs. Play: Evaluating the Effects of Gamified and Non-Gamified Wheelchair Skills Training Using Virtual Reality
title_full Train vs. Play: Evaluating the Effects of Gamified and Non-Gamified Wheelchair Skills Training Using Virtual Reality
title_fullStr Train vs. Play: Evaluating the Effects of Gamified and Non-Gamified Wheelchair Skills Training Using Virtual Reality
title_full_unstemmed Train vs. Play: Evaluating the Effects of Gamified and Non-Gamified Wheelchair Skills Training Using Virtual Reality
title_short Train vs. Play: Evaluating the Effects of Gamified and Non-Gamified Wheelchair Skills Training Using Virtual Reality
title_sort train vs. play: evaluating the effects of gamified and non-gamified wheelchair skills training using virtual reality
topic Article
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC10669445/
https://www.ncbi.nlm.nih.gov/pubmed/38002393
http://dx.doi.org/10.3390/bioengineering10111269
work_keys_str_mv AT zorzichantal trainvsplayevaluatingtheeffectsofgamifiedandnongamifiedwheelchairskillstrainingusingvirtualreality
AT tabbaaluma trainvsplayevaluatingtheeffectsofgamifiedandnongamifiedwheelchairskillstrainingusingvirtualreality
AT covacialexandra trainvsplayevaluatingtheeffectsofgamifiedandnongamifiedwheelchairskillstrainingusingvirtualreality
AT sirlantziskonstantinos trainvsplayevaluatingtheeffectsofgamifiedandnongamifiedwheelchairskillstrainingusingvirtualreality
AT marcelligianluca trainvsplayevaluatingtheeffectsofgamifiedandnongamifiedwheelchairskillstrainingusingvirtualreality