Department of Occupational Therapy, University of Haifa, Haifa, Israel.
Department of Information Systems, University of Haifa, Haifa, Israel.
Disabil Rehabil Assist Technol. 2023 Aug;18(6):876-882. doi: 10.1080/17483107.2021.1936222. Epub 2021 Jul 16.
To demonstrate the potential role of virtual game personalisation for use as a therapeutic modality to improve upper extremity function in children with cerebral palsy (CP).
The study tested a convenience sample of 60 typically developing children (TD) aged 6-10 years and 20 children with CP aged 7-11 years. Children participated in a single 30-min session when they played the game in accuracy mode (virtual targets are hit as they become progressively larger or smaller) or dwell mode (virtual targets are hit when the users remains on them for progressively shorter or longer durations). These two modes can be played in conventional (non-personalised), personalised and with and without arm weights conditions; weights were used for the TD group in order to ensure that game play would be sufficiently challenging as to require personalisation. We measured performance variables (frequency of changes in game level difficulty and accuracy as measured by percent success of hitting the virtual targets) in each condition and usability variables (self-reported perceived effort and enjoyment).
Comparisons between the usability of the conventional and personalised conditions among typically developing children showed that although children self-reported significantly more effort while playing the personalised game, the level of enjoyment remained high (no significant differences between conventional and personalised game play conditions). In addition, comparisons between playing the personalised game with and without weights by typically developing children, indicated that percent success was significantly higher for the game played without weights, suggesting that the system is sensitive to dynamic changes in performance. Comparisons between the TD and CP groups showed that when the game was played in personalised dwell mode (hovering over the target for several seconds) children with CP progressed significantly less quickly through different difficulty levels compared to typically developing children. In contrast, no significant differences were found in accuracy mode (immediate response on target hit), between the TD and CP groups in any of the experimental conditions.
The personalised game approach was shown to be enjoyable for both groups of users and able to change the level of difficulty in real time. The results suggest that this approach to gaming can provide motor challenges while preserving a high level of enjoyment.
Personalised virtual therapy shows promise as a tool for upper extremity therapy for children with motor impairment.Implications for RehabiliationIn recent years, there has been an increase in the use of assistive technologies including virtual gaming in the general area of health care and clinical practice.Virtual gaming provides an interactive, real-time experiences that are flexible and ecologically valid ways to improve specific cognitive and motor abilities.Personalisation of virtual games entails dynamic adaptation of the parameters in real time according to the user's functional level).The results have demonstrated that personalised virtual gaming is enjoyable and feasible for typically developing children and children with cerebral palsy.The results suggest that this approach to gaming can provide motor challenges while preserving a high level of enjoyment.
展示虚拟游戏个性化作为一种治疗方式的潜力,以改善脑瘫(CP)儿童的上肢功能。
该研究测试了一个方便的样本,包括 60 名年龄在 6-10 岁的正常发育儿童(TD)和 20 名年龄在 7-11 岁的脑瘫儿童。当孩子们在准确性模式下玩游戏(虚拟目标会随着它们逐渐变大或变小而被击中)或停留模式下玩游戏(当用户在虚拟目标上停留的时间越来越短时,虚拟目标就会被击中)时,他们参加了一个单一的 30 分钟的会议。这两种模式可以在常规(非个性化)、个性化以及有和没有手臂重量的情况下进行;为了确保游戏具有足够的挑战性,需要个性化,TD 组使用了重量。我们在每个条件下测量了性能变量(游戏难度水平变化的频率和击中虚拟目标的准确性,以击中虚拟目标的百分比表示)和可用性变量(自我报告的感知努力和享受程度)。
TD 儿童常规和个性化条件之间的可用性比较表明,尽管儿童在玩个性化游戏时自我报告的努力程度显著更高,但享受程度仍然很高(常规和个性化游戏条件之间没有显著差异)。此外,TD 儿童在有无重量的情况下玩个性化游戏的比较表明,没有重量的游戏的成功率显著更高,这表明该系统对性能的动态变化很敏感。TD 和 CP 组之间的比较表明,当游戏以个性化停留模式(在目标上停留几秒钟)进行时,与 TD 儿童相比,CP 儿童通过不同难度水平的速度明显较慢。相比之下,在任何实验条件下,TD 和 CP 组在准确性模式(目标击中时的即时反应)之间都没有发现显著差异。
个性化游戏方法被证明对两组用户都很有趣,并且能够实时改变难度水平。结果表明,这种游戏方法可以提供运动挑战,同时保持高水平的享受。
个性化虚拟治疗有望成为运动障碍儿童上肢治疗的一种工具。
近年来,辅助技术包括虚拟游戏在一般医疗保健和临床实践中的应用有所增加。虚拟游戏提供了一种互动、实时的体验,是提高特定认知和运动能力的灵活和生态有效的方法。虚拟游戏的个性化涉及根据用户的功能水平实时动态调整参数)。研究结果表明,个性化虚拟游戏对发育正常的儿童和脑瘫儿童来说既有趣又可行。结果表明,这种游戏方法可以提供运动挑战,同时保持高水平的享受。