Trial reportJournal of neuroengineering and rehabilitation2021
The use of game modes to promote engagement and social involvement in multi-user serious games: a within-person randomized trial with stroke survivors.
Trial report in Journal of neuroengineering and rehabilitation, 2021. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 12 papers, 1 of them a synthesis 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.
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
12 citing papers in PubMed, 1 synthesis or guideline pooled it.
- Systematic review on post-stroke computerized cognitive training: Unveiling the impact of confounding factors.Frontiers in psychology · 2022Pooled it
- A Therapist-Configurable Serious Game System for Upper-Limb Neurorehabilitation: A Pilot Feasibility Study.Sensors (Basel, Switzerland) · 2026Article
- Challenges and Benefits of Virtual Reality in Home-Based Poststroke Rehabilitation: Co-Design Qualitative Study.JMIR human factors · 2026Article
- Digital Therapies for Substance Use Disorders: Recent Advances and Engagement Strategies.Substance abuse and rehabilitation · 2026Review
- The interplay between haptic guidance and personality traits in robotic-assisted motor learning.Journal of neuroengineering and rehabilitation · 2025Article
- Design and Validation of PACTUS 2.0: Usability for Neurological Patients, Seniors and Caregivers.Sensors (Basel, Switzerland) · 2025Article
- Artificial Empathy in Therapy and Healthcare: Advancements in Interpersonal Interaction Technologies.Cyborg and bionic systems (Washington, D.C.) · 2025Review
- Behavior Change Approaches in Digital Technology-Based Physical Rehabilitation Interventions Following Stroke: Scoping Review.Journal of medical Internet research · 2024Article
- The Use of Gamification in the Self-Management of Patients With Chronic Diseases: Scoping Review.JMIR serious games · 2023Article
- Automated patient-robot assignment for a robotic rehabilitation gym: a simplified simulation model.Journal of neuroengineering and rehabilitation · 2022Article
- Effects of Game Mode in Multiplayer Video Games on Intergenerational Social Interaction: Randomized Field Study.JMIR formative research · 2022Article
- 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.
Funding
No grant is acknowledged in the PubMed record.
Abstract
backgroundSerious 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.
methodsWe 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.
resultsThe 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.
conclusionsOur 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.
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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.