Evidence map›Paper›PMID 33960956›Full record

ArticleJMIR serious games2021

Design and Evaluation of User-Centered Exergames for Patients With Multiple Sclerosis: Multilevel Usability and Feasibility Studies.

Alexandra Schättin, Stephan Häfliger, Alain Meyer, Barbara Früh, Sonja Böckler, Yannic Hungerbühler, Eling D de Bruin, Sebastian Frese, Regula Steinlin Egli, Ulrich Götz and 2 more

Erratum issuedAbstract read
In one paragraph

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.

0numbers the graph read from it
0cells of the map it votes in
18citing papers in PubMed, 2 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

18 citing papers in PubMed, 2 syntheses or guidelines pooled it.

  1. Virtual reality for multiple sclerosis rehabilitation.The Cochrane database of systematic reviews · 2025
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4 · The record

Corrections and comments

5 · Who and what money

Authors and funding

12 authors.

Alexandra SchättinDepartment of Health Sciences and Technology, Institute of Human Movement Sciences and Sport, ETH Zurich, Zurich, Switzerland.ORCID https://orcid.org/0000-0002-0401-3285
Stephan HäfligerDepartment of Health Sciences and Technology, Institute of Human Movement Sciences and Sport, ETH Zurich, Zurich, Switzerland.ORCID https://orcid.org/0000-0003-1313-8503
Alain MeyerDepartment of Health Sciences and Technology, Institute of Human Movement Sciences and Sport, ETH Zurich, Zurich, Switzerland.ORCID https://orcid.org/0000-0001-8150-4363
Barbara FrühDepartment of Health Sciences and Technology, Institute of Human Movement Sciences and Sport, ETH Zurich, Zurich, Switzerland.ORCID https://orcid.org/0000-0003-0271-4130
Sonja BöcklerDepartment of Design, Subject Area in Game Design, Zurich University of the Arts, Zurich, Switzerland.ORCID https://orcid.org/0000-0001-7702-8819
Yannic HungerbühlerDepartment of Design, Subject Area in Game Design, Zurich University of the Arts, Zurich, Switzerland.ORCID https://orcid.org/0000-0002-7613-158X
Eling D de BruinDepartment of Health Sciences and Technology, Institute of Human Movement Sciences and Sport, ETH Zurich, Zurich, Switzerland.ORCID https://orcid.org/0000-0002-6542-7385
Sebastian FreseTechnology and Innovation Unit and Department of Research, ZURZACH Care, Bad Zurzach, Switzerland.ORCID https://orcid.org/0000-0003-1715-0454
Regula Steinlin EgliPhysiotherapy Langmatten, Binningen, Switzerland.ORCID https://orcid.org/0000-0003-0336-9957
Ulrich GötzDepartment of Design, Subject Area in Game Design, Zurich University of the Arts, Zurich, Switzerland.ORCID https://orcid.org/0000-0003-3532-7778
René BauerDepartment of Design, Subject Area in Game Design, Zurich University of the Arts, Zurich, Switzerland.ORCID https://orcid.org/0000-0002-0007-526X
Anna Lisa Martin-NiedeckenDepartment of Design, Subject Area in Game Design, Zurich University of the Arts, Zurich, Switzerland.ORCID https://orcid.org/0000-0001-8726-1120

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

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.

Indexed as

cognitionexergamefeasibilitymotormultiple sclerosisphysicalusability

Identifiers

PMID33960956
PMCPMC8140386

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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.