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

机译:用于多发性硬化症患者的用户中心Exergams的设计与评估:多级可用性和可行性研究

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Background Multiple 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. Objective The 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. Methods Focus 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. Results In 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. Conclusions The 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.
机译:背景技术多发性硬化症(MS)是中枢神经系统的慢性炎症疾病。 MS患者体验了影响其生活质量的广泛的身体和认知功能障碍。一个有前途的培训方法,同时培训物理和认知功能是基于视频游戏的身体锻炼(即,Exergaming)。以前的研究表明,Exergams对MS患者的平衡和认知功能具有积极影响。然而,仍然需要特定的,用户居中的Exergames,其用作MS和研究其可用性和可行性的患者的激励和有效的治疗工具。目的通过将来自运动科学,神经心理学和游戏研究以及参与式设计流程的理论背景以及参与式设计过程纳入理论背景,该项目的目的是为压力敏感的印版Dividat Senso开发可行性和可行的用户中心Exergam。方法设置焦点组(患者和治疗师)以定义以用户为中心的设计过程。然后是新开发的Exergame概念的现场测试。对MS患者进行了两个顺序可用性和可行性研究。第一项研究包括单一的Exgeraming会话,然后进行测量。在第一和第二研究之间,基于调查结果迭代原型。第二项研究持续了4周(每周培训1-2),并在干预之前和之后进行测量。对于每项研究,参与者回答了系统可用性规模(SUS; 10项; 5点李克特量表;得分范围0-100)和面试问题。在第二项研究中,参与者回答了与游戏经验相关的问卷(流量短尺[FSS]:13项; 7点李克特量表;得分范围1-7;游戏流量问卷:17项; 6点李克特量表;得分范围1-6)。混合方法用于分析定量和定性数据。结果在第一项研究(n = 16)中,可用性是可接受的,中位SUS得分为71.3(IQR 58.8-80.0)。在第二次研究(n = 25)中,中位数SUS分数为89.7(IQR 78.8-95.0;之前)和82.5(IQR 77.5-90.0;之后),因此在训练后观察到显着的减少(Z = 2.077 ; p = .04; r = 0.42)。此外,对整个FSS观察到高值(前:中位数5.9,IQR 4.6-6.4;帖子:中位数5.8,IQR 5.4-6.2)和总体游戏流量调查问卷(前所未有5.0,IQR 4.7-5.3;邮政:中位数:中位数5.1,IQR 4.9-5.3)。在物品中观察到重要性(FSS:Z =Δ2.118; p = .03; r = 0.42)中观察到显着降低。采访显示,以用户为中心的Exergame是可用的,接受良好的,令人愉快。确定未来的研究和开发的参考点。结论该项目透露,新开发的用户居中的Exergams可用于MS患者的可用性和可行的。此外,应在以用户为中心的Exergams的发育阶段考虑Exergame元素(用于MS的患者)。需要进行未来的研究,以提供关于用户中心Exergams对MS患者的疗效的指示。

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