Evidence map›Paper›PMID 31470877›Full record

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.

Fábio Pereira, Sergi Bermúdez I Badia, Rúben Ornelas, Mónica S Cameirão

Open access · goldAbstract readRandomized Controlled Trial
In one paragraph

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.

0numbers the graph read from it
0cells of the map it votes in
11citing papers in PubMed
2.0field-weighted citation impact, top 14% of its field
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

11 citing papers in PubMed, 23 citations in OpenAlex.

  1. Trial
  2. Trial
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  5. Review
  6. Article
  7. Article
  8. Review
  9. Human-machine-human interaction in motor control and rehabilitation: a review.Journal of neuroengineering and rehabilitation · 2021
    Review
  10. JNER at 15 years: analysis of the state of neuroengineering and rehabilitation.Journal of neuroengineering and rehabilitation · 2019
    Article
  11. Review
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 at 1 institution in 1 country.

Fábio PereiraFaculdade de Ciências Exatas e da Engenharia, Universidade da Madeira, Campus Universitário da Penteada, 9020-105, Funchal, Portugal. fabiodinis.pereira@m-iti.org.ORCID 0000-0001-8206-7644
Sergi Bermúdez I BadiaFaculdade de Ciências Exatas e da Engenharia, Universidade da Madeira, Campus Universitário da Penteada, 9020-105, Funchal, Portugal.
Rúben OrnelasITI-LARSyS and Madeira ITI, Pólo Científico e Tecnológico da Madeira, Caminho da Penteada, 9020-105, Funchal, Portugal.
Mónica S CameirãoFaculdade de Ciências Exatas e da Engenharia, Universidade da Madeira, Campus Universitário da Penteada, 9020-105, Funchal, Portugal.
Madeira Tecnopolo · PT

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

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

Social BehaviorUpper ExtremityVideo GamesAffectAgedAged, 80 and overCognitionEmpathyExercise TherapyExtraversion, PsychologicalFemaleHumansInterpersonal RelationsMaleMiddle AgedTreatment OutcomeElderlyEngagementGame modeRehabilitationSerious gamesSocial involvement

Identifiers

PMID31470877
PMCPMC6716923
OpenAlexW2971181765

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.