Effects and Ways of Tailored Gamification in Software-Based Training in Cognitive Rehabilitation

Mareike Gabele, Juliane Weicker, Sebastian Wagner, Andrea Thoms, Steffi Hußlein, C. Hansen
{"title":"Effects and Ways of Tailored Gamification in Software-Based Training in Cognitive Rehabilitation","authors":"Mareike Gabele, Juliane Weicker, Sebastian Wagner, Andrea Thoms, Steffi Hußlein, C. Hansen","doi":"10.1145/3450613.3456828","DOIUrl":null,"url":null,"abstract":"A high level of motivation and frequent training are relevant in software-based rehabilitation to improve cognitive functioning after acquired brain injury. We evaluated the benefit of tailored user-centered gamification elements in a clinical study with N=83 outpatients undergoing three weeks of cognitive training in their home environment. The use of gamification in relation to the patient’s player type was explored in three steps. First, we determined the individual player types and related requests for specific game elements by means of questionnaires. Afterwards, we examined the effect of gamified training based on a non-player character and training progress within a metaphor. We considered secondly the individual perception and emotional effect and thirdly the performance based on training duration. 37 elements were requested by patients of all types, 18 elements were partially requested, and 4 elements were rejected. A comparison shows that the requested game elements partly differ between healthy persons and patients. Overall, gamification was perceived positively and gamified training leads to an increase in enjoyment compared to non-gamified training. In detail, however, there were different effects on the individual player types: socialisers experienced more enjoyment while achievers perceived higher competence throughout gamified cognitive training. Also, differences in performance in training duration were found. Within gamified training, socialisers trained significantly more than patients not primarily assigned to this type. In contrast, no significant difference was found for achievers. By showing modulating requests and effects in player types, our results support user-centered tailoring of game elements in the development of software-based cognitive training in rehabilitation.","PeriodicalId":435674,"journal":{"name":"Proceedings of the 29th ACM Conference on User Modeling, Adaptation and Personalization","volume":"18 1 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2021-06-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"1","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Proceedings of the 29th ACM Conference on User Modeling, Adaptation and Personalization","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/3450613.3456828","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 1

Abstract

A high level of motivation and frequent training are relevant in software-based rehabilitation to improve cognitive functioning after acquired brain injury. We evaluated the benefit of tailored user-centered gamification elements in a clinical study with N=83 outpatients undergoing three weeks of cognitive training in their home environment. The use of gamification in relation to the patient’s player type was explored in three steps. First, we determined the individual player types and related requests for specific game elements by means of questionnaires. Afterwards, we examined the effect of gamified training based on a non-player character and training progress within a metaphor. We considered secondly the individual perception and emotional effect and thirdly the performance based on training duration. 37 elements were requested by patients of all types, 18 elements were partially requested, and 4 elements were rejected. A comparison shows that the requested game elements partly differ between healthy persons and patients. Overall, gamification was perceived positively and gamified training leads to an increase in enjoyment compared to non-gamified training. In detail, however, there were different effects on the individual player types: socialisers experienced more enjoyment while achievers perceived higher competence throughout gamified cognitive training. Also, differences in performance in training duration were found. Within gamified training, socialisers trained significantly more than patients not primarily assigned to this type. In contrast, no significant difference was found for achievers. By showing modulating requests and effects in player types, our results support user-centered tailoring of game elements in the development of software-based cognitive training in rehabilitation.
定制化游戏化在认知康复软件训练中的效果与方法
高水平的动机和频繁的训练与基于软件的康复有关,以改善后获得性脑损伤后的认知功能。我们在一项临床研究中评估了量身定制的以用户为中心的游戏化元素的益处,共有83名门诊患者在他们的家庭环境中接受了为期三周的认知训练。游戏化与患者玩家类型的关系分为三个步骤。首先,我们通过问卷调查的方式确定个体玩家类型和对特定游戏元素的相关需求。之后,我们基于一个非玩家角色和一个隐喻中的训练进程来检验游戏化训练的效果。其次考虑个体感知和情绪效应,第三考虑基于训练时间的表现。各类患者共要求37项,部分要求18项,拒绝4项。对比显示,健康人与患者对游戏元素的要求存在一定差异。总的来说,游戏化被认为是积极的,与非游戏化训练相比,游戏化训练增加了乐趣。然而,具体来说,不同类型的玩家会受到不同的影响:社交者在游戏化认知训练中体验到更多的乐趣,而成就者则感受到更高的能力。此外,在训练时间上也发现了表现上的差异。在游戏化训练中,社交者的训练明显多于非游戏化训练的患者。相比之下,成功者之间没有发现显著差异。通过显示玩家类型的调节请求和效果,我们的研究结果支持在基于软件的康复认知训练开发中以用户为中心的游戏元素定制。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
求助全文
约1分钟内获得全文 求助全文
来源期刊
自引率
0.00%
发文量
0
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:604180095
Book学术官方微信