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The use of game modes to promote engagement and social involvement in multi-user serious games: a within-person randomized trial with stroke survivors

BACKGROUND: Serious games are promising for stroke rehabilitation, with studies showing a positive impact on reducing motor and cognitive deficits. However, most of the evidence is in the context of single-user rehabilitation, and little is known concerning the impact in multi-user settings. This st...

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Autores principales: Pereira, Fábio, Bermúdez i Badia, Sergi, Jorge, Carolina, Cameirão, Mónica S.
Formato: Online Artículo Texto
Lenguaje:English
Publicado: BioMed Central 2021
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8045398/
https://www.ncbi.nlm.nih.gov/pubmed/33853609
http://dx.doi.org/10.1186/s12984-021-00853-z
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author Pereira, Fábio
Bermúdez i Badia, Sergi
Jorge, Carolina
Cameirão, Mónica S.
author_facet Pereira, Fábio
Bermúdez i Badia, Sergi
Jorge, Carolina
Cameirão, Mónica S.
author_sort Pereira, Fábio
collection PubMed
description BACKGROUND: Serious games are promising for stroke rehabilitation, with studies showing a positive impact on reducing motor and cognitive deficits. However, most of the evidence is in the context of single-user rehabilitation, and little is known concerning the impact in multi-user settings. This study evaluates the impact that different game modes can have on engagement and social involvement during a two-user game. Specifically, we want to understand the benefits of game modalities based on competition, co-activation, and collaboration and analyze the influence of different motor and cognitive deficits and personality traits. METHODS: We developed a two-player setup—using tangible objects and a large screen interactive table—for upper limb rehabilitation purposes. We implemented a game that, while keeping the same basic mechanics, can be played in the three different modes (Competitive, Co-active, and Collaborative). We ran a within-person randomized study with 21 stroke survivors that were paired and played the game in its three versions. We used the Game Experience Questionnaire—Core Module to assess engagement and the Social Presence Module to assess Social Involvement. For personality, motor, and cognitive function, users answered the International Personality Item Pool (short version), Fugl-Meyer Assessment—Upper Extremity, Modified Ashworth Scale, and Montreal Cognitive Assessment, respectively. RESULTS: The Collaborative mode promoted significantly more Behavioral Involvement. The Competitive mode promoted more Flow and Challenge than the Co-active mode with participants with better cognitive performance, with low extraversion, or with higher motor skills. Participants with higher cognitive deficits reported more Competence with the Co-active mode. CONCLUSIONS: Our results indicate that, for multi-user motor rehabilitation settings, the collaborative mode is the more appropriate gaming approach to promote social involvement, showing a high potential for increasing adherence and effectiveness of therapy. Additionally, we show that a player's motor and cognitive ability and personality should be considered when designing personalized tasks for multiplayer settings.
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spelling pubmed-80453982021-04-14 The use of game modes to promote engagement and social involvement in multi-user serious games: a within-person randomized trial with stroke survivors Pereira, Fábio Bermúdez i Badia, Sergi Jorge, Carolina Cameirão, Mónica S. J Neuroeng Rehabil Research BACKGROUND: Serious games are promising for stroke rehabilitation, with studies showing a positive impact on reducing motor and cognitive deficits. However, most of the evidence is in the context of single-user rehabilitation, and little is known concerning the impact in multi-user settings. This study evaluates the impact that different game modes can have on engagement and social involvement during a two-user game. Specifically, we want to understand the benefits of game modalities based on competition, co-activation, and collaboration and analyze the influence of different motor and cognitive deficits and personality traits. METHODS: We developed a two-player setup—using tangible objects and a large screen interactive table—for upper limb rehabilitation purposes. We implemented a game that, while keeping the same basic mechanics, can be played in the three different modes (Competitive, Co-active, and Collaborative). We ran a within-person randomized study with 21 stroke survivors that were paired and played the game in its three versions. We used the Game Experience Questionnaire—Core Module to assess engagement and the Social Presence Module to assess Social Involvement. For personality, motor, and cognitive function, users answered the International Personality Item Pool (short version), Fugl-Meyer Assessment—Upper Extremity, Modified Ashworth Scale, and Montreal Cognitive Assessment, respectively. RESULTS: The Collaborative mode promoted significantly more Behavioral Involvement. The Competitive mode promoted more Flow and Challenge than the Co-active mode with participants with better cognitive performance, with low extraversion, or with higher motor skills. Participants with higher cognitive deficits reported more Competence with the Co-active mode. CONCLUSIONS: Our results indicate that, for multi-user motor rehabilitation settings, the collaborative mode is the more appropriate gaming approach to promote social involvement, showing a high potential for increasing adherence and effectiveness of therapy. Additionally, we show that a player's motor and cognitive ability and personality should be considered when designing personalized tasks for multiplayer settings. BioMed Central 2021-04-14 /pmc/articles/PMC8045398/ /pubmed/33853609 http://dx.doi.org/10.1186/s12984-021-00853-z Text en © The Author(s) 2021 https://creativecommons.org/licenses/by/4.0/Open AccessThis article is licensed under a Creative Commons Attribution 4.0 International License, which permits use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons licence, and indicate if changes were made. The images or other third party material in this article are included in the article's Creative Commons licence, unless indicated otherwise in a credit line to the material. If material is not included in the article's Creative Commons licence and your intended use is not permitted by statutory regulation or exceeds the permitted use, you will need to obtain permission directly from the copyright holder. To view a copy of this licence, visit http://creativecommons.org/licenses/by/4.0/ (https://creativecommons.org/licenses/by/4.0/) . The Creative Commons Public Domain Dedication waiver (http://creativecommons.org/publicdomain/zero/1.0/ (https://creativecommons.org/publicdomain/zero/1.0/) ) applies to the data made available in this article, unless otherwise stated in a credit line to the data.
spellingShingle Research
Pereira, Fábio
Bermúdez i Badia, Sergi
Jorge, Carolina
Cameirão, Mónica S.
The use of game modes to promote engagement and social involvement in multi-user serious games: a within-person randomized trial with stroke survivors
title The use of game modes to promote engagement and social involvement in multi-user serious games: a within-person randomized trial with stroke survivors
title_full The use of game modes to promote engagement and social involvement in multi-user serious games: a within-person randomized trial with stroke survivors
title_fullStr The use of game modes to promote engagement and social involvement in multi-user serious games: a within-person randomized trial with stroke survivors
title_full_unstemmed The use of game modes to promote engagement and social involvement in multi-user serious games: a within-person randomized trial with stroke survivors
title_short The use of game modes to promote engagement and social involvement in multi-user serious games: a within-person randomized trial with stroke survivors
title_sort use of game modes to promote engagement and social involvement in multi-user serious games: a within-person randomized trial with stroke survivors
topic Research
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8045398/
https://www.ncbi.nlm.nih.gov/pubmed/33853609
http://dx.doi.org/10.1186/s12984-021-00853-z
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