评估基于动作的跌倒预防游戏的游戏内踏步性能数据的有效性

J. Garcia
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引用次数: 3

摘要

商业游戏的主要限制之一是无法确定玩家身心健康的改善情况。虽然高游戏分数可能表明更高的认知和身体能力,但这些并不足以可靠地确定健康结果的改善。因此,本文所呈现的工作侧重于确定在游戏过程中收集的临床测量是否可能被用作改进的可靠指标。在这项研究中,作者使用了预防跌倒的StepKinnection游戏,这是一个基于kinect的游戏,它建立在选择步进反应时间(CSRT)任务的混合版本上,这是一个经过验证的测试,已被证明可以预测老年跌倒者。研究人员招募了10名独立生活的老年人,要求他们玩这个游戏12周。评估在基线和每四周进行一次。通过游戏收集的步进性能数据与经过验证的CSRT测试进行比较。统计分析表明,该游戏收集的步进性能数据与CSRT测试的验证测量值具有相关性和一致性,可以作为健康改善的可靠指标。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Assessing the validity of in-game stepping performance data from a kinect-based fall prevention exergame
One of the main limitations of commercial games is the inability to determine improvements in the mental and physical health of the players. Although high game scores might provide an indication of higher cognitive and physical abilities, these are not sufficient to reliably determine the improvement in health outcomes. The work presented in this paper hence focuses on determining whether the collection of clinical measures during gameplay could potentially be used as a reliable indicator of improvement. For this study, the author uses the StepKinnection game for fall prevention, a Kinect-based game which builds on a hybrid version of the Choice Stepping Reaction Time (CSRT) task, a validated test that has been shown to prospectively predict older fallers. A group of 10 independent-living older adults was recruited and asked played with the game for a 12 weeks period of time. Assessments were conducted at baseline and every four weeks. Stepping performance data collected through gameplay was compared to the validated CSRT test. Statistical analysis proved that the stepping performance data collected by the game correlated and agreed with the validated measures of the CSRT test, suggesting that this could be used as a reliable indicator for health improvements.
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