Evidence map›Paper›PMID 41124612›Full record

ArticleJMIR serious games2025

Becoming a Rapid Shooter in a Game Using Embodied Electrical Muscle Stimulation: Development and Usability Study.

Jihwan Kim, Mingyu Kang, Jejoong Kim, Kwanguk Kenny Kim

Abstract read
In one paragraph

Article in JMIR serious games, 2025. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Not yet cited in PubMed.

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0citing papers in PubMed
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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

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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

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0 citing papers in PubMed.

No citing paper in PubMed yet.

4 · The record

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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.

Jihwan Kim *Department of Computer Science, Hanyang University, 222 Wangsimni-ro, Seongdong-gu, Seoul, 04763, Republic of Korea, 82 222202319.ORCID http://orcid.org/0000-0002-3357-1673
Mingyu Kang *Department of Computer Science, Hanyang University, 222 Wangsimni-ro, Seongdong-gu, Seoul, 04763, Republic of Korea, 82 222202319.ORCID http://orcid.org/0009-0002-7381-0752
Jejoong KimDepartment of Psychology, Duksung Women's University, Seoul, Republic of Korea.ORCID http://orcid.org/0000-0002-1196-701X
Kwanguk Kenny KimDepartment of Computer Science, Hanyang University, 222 Wangsimni-ro, Seongdong-gu, Seoul, 04763, Republic of Korea, 82 222202319.ORCID http://orcid.org/0000-0002-4184-2058

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

Background: Electrical muscle stimulation (EMS) systems enhance human capabilities, such as reaction time, by inducing preemptive muscle contractions. One of the key challenges for EMS applications is preserving the user's sense of agency, and it is defined as a subjective experience of initiating and controlling one's actions. Prior research highlights the importance of the "sweet spot"-a balance between sense of agency and preemptive gain-for effective EMS use. However, most prior studies have focused on simplistic tasks, leaving a gap in understanding how the sweet spot functions in complex and ecological game scenarios. Moreover, the potential benefits of a personalized approach were not explored. Objective: This study examines the effects of embodied EMS on performance and sense of agency in a serious-games-based pistol-shooting scenario. Additionally, we investigated the effects of personalization in the same game scenario. Methods: Two studies were conducted. Study 1 identified the optimal EMS timing ("sweet spot") to improve response time while preserving agency. A total of 13 participants completed a visual stimulus-response task after EMS calibration. Participants performed 150 right-button clicks on a target using an EMS-equipped mouse, with EMS timings ranging from -200 to +100 ms. An agency questionnaire followed each trial. Logistic regression was used to identify the sweet spot. Study 2 applied the findings of Study 1 to a pistol-shooting game. A total of 10 new participants were recruited. Before gameplay, individual sweet spots were measured for the individually embodied EMS condition. During the game, participants navigated to a target location, distinguished enemies from hostages, and shot enemies. After a practice session, participants completed the game under 4 counterbalanced conditions: averagely embodied EMS (used the average sweet spot value from Study 1), individually embodied EMS (used each participant's own sweet spot value), immediate EMS (stimulation at a target onset timing), and no EMS. Results: Study 1 identified a sweet spot that significantly improved reaction time while preserving agency. Logistic analysis showed an average sweet spot of 46.8 ms and individual variability across participants. Study 2 confirmed these findings in a pistol-shooting game. Both averagely and individually embodied EMS significantly reduced reaction times compared to no EMS (P=.03 and P=.001, respectively), without compromising agency. Individually embodied EMS yielded additional benefits. In the slower than average group, the sense of agency in the individually embodied EMS condition showed an additional benefit that was not observed in the averagely embodied EMS condition (P=.003 and P=.095, respectively). Conclusions: The findings indicate that embodied EMS enhances performance in complex game scenarios while maintaining users' sense of agency, with individualization yielding additional benefits. These results extend prior evidence to more complex game contexts and provide valuable implications for the personalized design of EMS systems in sports training, rehabilitation, and serious gaming.

Indexed as

electrical muscle stimulationembodied interactionhuman augmentationsense of agencyserious game

Identifiers

PMID41124612
PMCPMC12543214

What OpenQuestion holds

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LicenceCC BY
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Registered trials

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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.