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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

Overview
Publisher Biomed Central
Date 2021 Apr 15
PMID 33853609
Citations 5
Authors
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Abstract

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.

Citing Articles

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Waters E, Johnson M IEEE Trans Haptics. 2024; 17(4):510-527.

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The Use of Gamification in the Self-Management of Patients With Chronic Diseases: Scoping Review.

Huang X, Xiang X, Liu Y, Wang Z, Jiang Z, Huang L JMIR Serious Games. 2023; 11:e39019.

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Automated patient-robot assignment for a robotic rehabilitation gym: a simplified simulation model.

Miller B, Adhikari B, Jiang C, Novak V J Neuroeng Rehabil. 2022; 19(1):126.

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