ArticleJournal of neuroengineering and rehabilitation2017
Balancing the playing field: collaborative gaming for physical training.
Article in Journal of neuroengineering and rehabilitation, 2017. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 22 papers, 3 of them syntheses that pooled it.
What it found
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The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.
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Who cites it
22 citing papers in PubMed, 3 syntheses or guidelines pooled it.
- Patient, carer, and staff perceptions of robotics in motor rehabilitation: a systematic review and qualitative meta-synthesis.Journal of neuroengineering and rehabilitation · 2021Pooled it
- What the Tech? The Management of Neurological Dysfunction Through the Use of Digital Technology.Advances in experimental medicine and biology · 2021Pooled it
- Trends in robot-assisted and virtual reality-assisted neuromuscular therapy: a systematic review of health-related multiplayer games.Journal of neuroengineering and rehabilitation · 2018Pooled it
- The use of game modes to promote engagement and social involvement in multi-user serious games: a within-person randomized trial with stroke survivors.Journal of neuroengineering and rehabilitation · 2021Trial
- Impact of game mode in multi-user serious games for upper limb rehabilitation: a within-person randomized trial on engagement and social involvement.Journal of neuroengineering and rehabilitation · 2019Trial
- Development of a 3D, networked multi-user virtual reality environment for home therapy after stroke.Journal of neuroengineering and rehabilitation · 2018Trial
- Validating Questionnaires for Lower Limb Rehabilitation Systems and Devices: A Scoping Review.Sports (Basel, Switzerland) · 2025Review
- Artificial Empathy in Therapy and Healthcare: Advancements in Interpersonal Interaction Technologies.Cyborg and bionic systems (Washington, D.C.) · 2025Review
- Inter-limb and inter-agent coordination in an original joint-action game: exploring novel approaches for clinical practice.Frontiers in psychology · 2025Article
- An empirical link between motivation gain and NBA statistics: applying hierarchical linear modelling.BMC psychology · 2023Article
- Article
- AlphaNeural regeneration research · 2023Article
- How virtual and mechanical coupling impact bimanual tracking.Journal of neurophysiology · 2023Article
- SAR-Connect: A Socially Assistive Robotic System to Support Activity and Social Engagement of Older Adults.IEEE transactions on robotics : a publication of the IEEE Robotics and Automation Society · 2022Article
- Human-machine-human interaction in motor control and rehabilitation: a review.Journal of neuroengineering and rehabilitation · 2021Review
- Kinesiotherapy With Exergaming as a Potential Modulator of Epigenetic Marks and Clinical Functional Variables of Older Women: Protocol for a Mixed Methods Study.JMIR research protocols · 2021Article
- A win-win situation: Does familiarity with a social robot modulate feedback monitoring and learning?Cognitive, affective & behavioral neuroscience · 2021Article
- Effects of Different Opponent Types on Motivation and Exercise Intensity in a Competitive Arm Exercise Game.Games for health journal · 2020Review
- A Brief Measure of Interpersonal Interaction for 2-Player Serious Games: Questionnaire Validation.JMIR serious games · 2019Article
- Cooperative Cooking: A Novel Virtual Environment for Upper Limb Rehabilitation.Annual International Conference of the IEEE Engineering in Medicine and Biology Society. IEEE Engineering in Medicine and Biology Society. Annual International Conference · 2018Article
Corrections and comments
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Authors and funding
6 authors.
Funding
Abstract
backgroundMultiplayer video games promoting exercise-based rehabilitation may facilitate motor learning, by increasing motivation through social interaction. However, a major design challenge is to enable meaningful inter-subject interaction, whilst allowing for significant skill differences between players. We present a novel motor-training paradigm that allows real-time collaboration and performance enhancement, across a wide range of inter-subject skill mismatches, including disabled vs. able-bodied partnerships.
methodsA virtual task consisting of a dynamic ball on a beam, is controlled at each end using independent digital force-sensing handgrips. Interaction is mediated through simulated physical coupling and locally-redundant control. Game performance was measured in 16 healthy-healthy and 16 patient-expert dyads, where patients were hemiparetic stroke survivors using their impaired arm. Dual-player was compared to single-player performance, in terms of score, target tracking, stability, effort and smoothness; and questionnaires probing user-experience and engagement.
resultsPerformance of less-able subjects (as ranked from single-player ability) was enhanced by dual-player mode, by an amount proportionate to the partnership's mismatch. The more abled partners' performances decreased by a similar amount. Such zero-sum interactions were observed for both healthy-healthy and patient-expert interactions. Dual-player was preferred by the majority of players independent of baseline ability and subject group; healthy subjects also felt more challenged, and patients more skilled.
conclusionThis is the first demonstration of implicit skill balancing in a truly collaborative virtual training task leading to heightened engagement, across both healthy subjects and stroke patients.
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Registered trials
Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.