ArticleJMIR serious games2021
Design and Evaluation of User-Centered Exergames for Patients With Multiple Sclerosis: Multilevel Usability and Feasibility Studies.
Article in JMIR serious games, 2021. The graph could read no effect estimate from its abstract, so it casts no vote on the map. An erratum has been issued. Cited by 18 papers, 2 of them syntheses that pooled it.
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Who cites it
18 citing papers in PubMed, 2 syntheses or guidelines pooled it.
- Virtual reality for multiple sclerosis rehabilitation.The Cochrane database of systematic reviews · 2025Pooled it
- Commercial exergames for rehabilitation of physical health and quality of life: a systematic review of randomized controlled trials with adults in unsupervised home environments.Frontiers in psychology · 2023Pooled it
- Development of a Mixed-Reality Application for Volitional Step Training in People With Multiple Sclerosis: Cross-Sectional Qualitative User-Centered Co-Design Study.JMIR serious games · 2026Article
- Game-based and gamification-enhanced telerehabilitation for physical therapy in people with multiple sclerosis: a scoping review.Biomedical engineering online · 2026Article
- From usability to clinical impact: a systematic review of digital technologies for motor rehabilitation in multiple sclerosis.Frontiers in digital health · 2026Review
- Exergaming System for Exercise-Based Cardiac Rehabilitation in Patients With Heart Failure: Development and Usability Assessment Study of a Device Prototype.JMIR serious games · 2025Article
- The overlooked role of exergames in cognitive-motor neurorehabilitation: a systematic review.NPJ digital medicine · 2025Article
- CoGames: Development of an adaptive smartphone-based and gamified monitoring tool for cognitive function in Multiple Sclerosis.Journal of neurology · 2025Observational
- Effectiveness of Nintendo Wii Fit© for Physical Therapy in Patients with Multiple Sclerosis: A Systematic Review and Meta-Analysis of Randomized Controlled Trials.Journal of personalized medicine · 2024Review
- Cognitive-motor exergame training on a labile surface in stroke inpatients: study protocol for a randomized controlled trial.Frontiers in neurology · 2024Article
- Virtual Reality Technology for Physical and Cognitive Function Rehabilitation in People With Multiple Sclerosis.Rehabilitation research and practice · 2024Review
- An Internet- and Kinect-Based Multiple Sclerosis Fitness Intervention Training With Pilates Exercises: Development and Usability Study.JMIR serious games · 2023Article
- Reliability and Validity of the Arabic Version of the Game Experience Questionnaire: Pilot Questionnaire Study.JMIR formative research · 2023Article
- Article
- Aerobic physical exercise versus dual-task cognitive walking in cognitive rehabilitation of people with stroke: a randomized clinical trial.Frontiers in psychology · 2023Article
- ExerG: adapting an exergame training solution to the needs of older adults using focus group and expert interviews.Journal of neuroengineering and rehabilitation · 2022Article
- An Interactive Physical-Cognitive Game-Based Training System Using Kinect for Older Adults: Development and Usability Study.JMIR serious games · 2021Article
- Feasibility of an exergaming training program in type 2 diabetes mellitus: A mixed method study.Digital healthArticle
Corrections and comments
- Erratum issued
Authors and funding
12 authors.
Funding
No grant is acknowledged in the PubMed record.
Abstract
backgroundMultiple sclerosis (MS) is a chronic inflammatory disease of the central nervous system. Patients with MS experience a wide range of physical and cognitive dysfunctions that affect their quality of life. A promising training approach that concurrently trains physical and cognitive functions is video game-based physical exercising (ie, exergaming). Previous studies have indicated that exergames have positive effects on balance and cognitive functions in patients with MS. However, there is still a need for specific, user-centered exergames that function as a motivating and effective therapy tool for patients with MS and studies investigating their usability and feasibility.
objectiveThe aim of this interdisciplinary research project is to develop usable and feasible user-centered exergames for the pressure-sensitive plate Dividat Senso by incorporating theoretical backgrounds from movement sciences, neuropsychology, and game research as well as participatory design processes.
methodsFocus groups (patients and therapists) were set up to define the user-centered design process. This was followed by the field testing of newly developed exergame concepts. Two sequential usability and feasibility studies were conducted on patients with MS. The first study included a single exergaming session followed by measurements. Between the first and second studies, prototypes were iterated based on the findings. The second study ran for 4 weeks (1-2 trainings per week), and measurements were taken before and after the intervention. For each study, participants answered the System Usability Scale (SUS; 10 items; 5-point Likert Scale; score range 0-100) and interview questions. In the second study, participants answered game experience-related questionnaires (Flow Short Scale [FSS]: 13 items; 7-point Likert Scale; score range 1-7; Game Flow questionnaire: 17 items; 6-point Likert Scale; score range 1-6). Mixed methods were used to analyze the quantitative and qualitative data.
resultsIn the first study (N=16), usability was acceptable, with a median SUS score of 71.3 (IQR 58.8-80.0). In the second study (N=25), the median SUS scores were 89.7 (IQR 78.8-95.0; before) and 82.5 (IQR 77.5-90.0; after), and thus, a significant decrease was observed after training (z=-2.077; P=.04; r=0.42). Moreover, high values were observed for the overall FSS (pre: median 5.9, IQR 4.6-6.4; post: median 5.8, IQR 5.4-6.2) and overall Game Flow Questionnaire (pre: median 5.0, IQR 4.7-5.3; post: median 5.1, IQR 4.9-5.3). A significant decrease was observed in the item perceived importance (FSS: z=-2.118; P=.03; r=0.42). Interviews revealed that user-centered exergames were usable, well accepted, and enjoyable. Points of reference were identified for future research and development.
conclusionsThe project revealed that the newly developed, user-centered exergames were usable and feasible for patients with MS. Furthermore, exergame elements should be considered in the development phase of user-centered exergames (for patients with MS). Future studies are needed to provide indications about the efficacy of user-centered exergames for patients with MS.
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