Evidence map›Paper›PMID 31339107›Full record

ArticleJMIR serious games2019

A Brief Measure of Interpersonal Interaction for 2-Player Serious Games: Questionnaire Validation.

Maja Gorsic, Joshua D Clapp, Ali Darzi, Domen Novak

Abstract read
In one paragraph

Article in JMIR serious games, 2019. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 6 papers, 1 of them a synthesis that pooled it.

0numbers the graph read from it
0cells of the map it votes in
6citing papers in PubMed, 1 pooled it
–field-weighted citation impact
1 · What the graph read from it

What it found

Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.

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.

2 · The registry

The trial behind it

Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.

Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.

3 · Its place in the literature

Who cites it

6 citing papers in PubMed, 1 synthesis or guideline pooled it.

  1. Pooled it
  2. Article
  3. Article
  4. Article
  5. Review
  6. Article
4 · The record

Corrections and comments

PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.

5 · Who and what money

Authors and funding

4 authors.

Maja GorsicDepartment of Electrical and Computer Engineering, University of Wyoming, Laramie, WY, United States.ORCID http://orcid.org/0000-0001-6448-9958
Joshua D ClappDepartment of Psychology, University of Wyoming, Laramie, WY, United States.ORCID http://orcid.org/0000-0003-2897-5363
Ali DarziDepartment of Electrical and Computer Engineering, University of Wyoming, Laramie, WY, United States.ORCID http://orcid.org/0000-0003-4529-9117
Domen NovakDepartment of Electrical and Computer Engineering, University of Wyoming, Laramie, WY, United States.ORCID http://orcid.org/0000-0001-9143-2682

Funding

Wyoming INBRE Phase 4- Equipment Supplement for x-ray diffractometer for Center for Advanced Scientific InstrumentationP20GM103432 · NIGMS · UNIVERSITY OF WYOMING · PI Nicolas A. Blouin · 2012 to 2026
$56.8M
NIGMS NIH HHS P20 GM103432
6 · The paper itself

Abstract

backgroundCompetitive and cooperative serious games have become increasingly popular in areas such as rehabilitation and education and have several potential advantages over single-player games. However, they are not suitable for everyone, and the user experience in competitive and cooperative serious games depends on many factors. One important factor is the verbal interaction between players, but the effect of this factor has not been extensively studied because of the lack of a validated measurement tool.

objectiveThis paper aimed to validate a brief questionnaire that measures the verbal interaction between 2 players of a serious game. The questionnaire consists of 8 questions pertaining to the amount of conversation, its valence (positive or negative emotion), and its game relatedness.

methodsThe questionnaire was validated with 30 pairs of participants who played a competitive serious game for 10 min while being recorded with cameras. The questionnaire was filled out by both participants, an in-person observer, and 2 members of our research group who watched the videos. Results from these raters were used to develop questionnaire instructions, and the finalized questionnaire was given to 2 additional raters who were trained on 5 videos and then rated the other 25 videos independently.

resultsThe questionnaire's interrater reliability is excellent for the amount of conversation and its game relatedness (intraclass correlation coefficients [ICCs] above 0.9). Interrater reliability is fair to good for conversation valence (ICCs between 0.4 and 0.7). We believe that the lower interrater reliability for valence is primarily because of a limited spread of valence values in our sample. Furthermore, questionnaire ratings were significantly correlated with players' personality characteristics (eg, amount of conversation was correlated with extraversion) and pressure/tension experienced in the competitive game.

conclusionsThe validated questionnaire has the potential to be a useful tool for studying user experience in competitive and cooperative serious games. Furthermore, it could be adapted for other applications such as entertainment games. However, it has only been validated with unimpaired university students in a 2-player competitive serious game and should next be validated with different target populations (eg, stroke survivors) and different game designs (eg, cooperative games).

Indexed as

attitude to computerscompetitive behaviorexercisemotivationquestionnaire designvirtual reality

Identifiers

PMID31339107
PMCPMC6683649

What OpenQuestion holds

Textmetadata
LicenceCC BY
Read underepoch 390

Registered trials

None linked

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.