Trial reportJournal of neuroengineering and rehabilitation2019
Impact of game mode in multi-user serious games for upper limb rehabilitation: a within-person randomized trial on engagement and social involvement.
Trial report in Journal of neuroengineering and rehabilitation, 2019. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 11 papers.
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.
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.
Who cites it
11 citing papers in PubMed, 23 citations in OpenAlex.
- Efficacy of a video game for promoting active and healthy aging (Initial Version): a randomized controlled trial.BMC public health · 2025Trial
- Effect of Video Games on Cognitive Performance and Problem-Solving Ability in the Aged with Cognitive Dysfunction: A Randomized Clinical Trial.Iranian journal of medical sciences · 2025Trial
- 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
- A usability study in patients with stroke using MERLIN, a robotic system based on serious games for upper limb rehabilitation in the home setting.Journal of neuroengineering and rehabilitation · 2021Trial
- Artificial Empathy in Therapy and Healthcare: Advancements in Interpersonal Interaction Technologies.Cyborg and bionic systems (Washington, D.C.) · 2025Review
- How should robots exercise with people? Robot-mediated exergames win with music, social analogues, and gameplay clarity.Frontiers in robotics and AI · 2023Article
- A social VR-based collaborative exergame for rehabilitation: codesign, development and user study.Virtual reality · 2022Article
- Efficacy of Interventions Based on the Use of Information and Communication Technologies for the Promotion of Active Aging.International journal of environmental research and public health · 2022Review
- Human-machine-human interaction in motor control and rehabilitation: a review.Journal of neuroengineering and rehabilitation · 2021Review
- JNER at 15 years: analysis of the state of neuroengineering and rehabilitation.Journal of neuroengineering and rehabilitation · 2019Article
- Motor Learning in Robot-Based Haptic Dyads: A Review.IEEE transactions on hapticsReview
Corrections and comments
PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.
Authors and funding
4 authors at 1 institution in 1 country.
Funding
No grant is acknowledged in the PubMed record.
Abstract
backgroundSerious games have been increasingly used for motor rehabilitation. However, it is not well known how different game features can be used to impact specific skills properly. Here, we study how the mode (competitive, co-active, collaborative) in which a multi-user game is presented impacts engagement and social involvement.
methodsWe collected data from 20 pairs of community-dwelling older adults (71.5 ± 8.7 years) in a study following a within-persons design. The participants performed a two-player upper limb rehabilitation game with three conditions (Competitive, Co-active, and Collaborative modes). Engagement and social involvement were assessed through the Core Module and Social Presence Module, respectively, from the Game Experience Questionnaire. To infer the impact of personality and cognitive function, users answered the International Personality Item Pool (short version) and the Montreal Cognitive Assessment, respectively.
resultsResults show that the Collaborative game mode promotes more social involvement when compared to Competitive and Co-active modes. This result is mostly explained by those participants with higher cognitive skills, and those that are more extrovert. Extrovert participants feel more empathy and are behaviorally more involved when playing the Collaborative mode. Also, the Collaborative mode is shown to be appropriate to promote interaction with participants that previously had a distant relationship, while the Competitive mode seems to be more beneficial to promote empathy between players with a closer relationship.
conclusionsThe Collaborative game mode elicited significantly higher social involvement in terms of Empathy, Positive Affect, and Behavioral Involvement. Hence, this game mode seems to be the most adequate choice to be used in multiplayer rehabilitation settings, where social interaction is intended.
Indexed as
Identifiers
What OpenQuestion holds
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.