触摸板主动式视频游戏控制器对行动不便者的可用性:观察研究

Q2 Medicine
Christen J Mendonca, Laurie A Malone, Sangeetha Mohanraj, Mohanraj Thirumalai
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引用次数: 0

摘要

背景:在行动不便的人群中,视频游戏是一种很受欢迎的久坐活动;然而,主动视频游戏硬件通常缺乏针对行动不便者的无障碍和定制选项。触摸板视频游戏系统可以激发健康成年人进行适度的体育锻炼;然而,目前还不清楚行动不便的成年人是否可以使用该系统:本研究旨在评估专为行动不便的成年人设计的触摸板视频游戏控制器系统的可用性。此外,还探讨了乐趣、感知消耗、自我效能、参与者反馈以及研究人员对游戏的观察等结果:方法:参与者站立或坐在椅子或轮椅上,使用触摸板视频游戏控制器玩了 20 分钟的几款视频游戏。游戏结束后,使用系统可用性量表(SUS)和健康信息技术可用性评估量表(Health-ITUES)进行可用性评估。每款视频游戏结束后,参与者使用视觉模拟量表(0 至 100 毫米)报告游戏的乐趣,并使用 OMNI 0 至 10 量表对感知消耗进行评分。自我效能感在游戏前后都进行了测量。参与者在游戏结束后提供反馈:共有 21 名患有各种行动障碍的成年人(6 名女性和 15 名男性)参加了这项研究,他们的平均年龄为 48.8 岁(标准差为 13.8 岁)。触摸板在 SUS 和 Health-ITUES 两项测试中的平均得分分别为 80.1 分(标准差 18.5 分)和 4.23 分(标准差 0.67 分):报告的 SUS 分数表明触摸板系统 "可用";然而,Health-ITUES 分数略低于建议的基准。参与者表示有中等至较高的乐趣,但认为体力消耗 "有点轻松"。自我效能感为中等至高等,游戏前和游戏后没有差异。参与者认为触摸板新颖、有趣且具有娱乐性。由于样本不同,我们的研究结果的推广性受到了限制;不过,我们的参与者指出了几个需要改进的地方,供今后迭代使用。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
The Usability of a Touchpad Active Video Game Controller for Individuals With Impaired Mobility: Observational Study.

Background: Video games are a popular sedentary activity among people with impaired mobility; however, active video game hardware typically lacks accessibility and customization options for individuals with mobility impairments. A touchpad video game system can elicit moderate physical activity in healthy adults; however, it is unclear if this system is usable by adults with impaired mobility.

Objective: The purpose of this study was to assess the usability of a touchpad video game controller system adapted for adults with impaired mobility. Additional outcomes explored were enjoyment, perceived exertion, self-efficacy, participant feedback, and researcher observations of gameplay.

Methods: Participants played several video game titles for 20 minutes with a touchpad video game controller as they stood or sat in a chair or their wheelchair. Usability was assessed with the System Usability Scale (SUS) and the Health Information Technology Usability Evaluation Scale (Health-ITUES) surveys after gameplay. After each video game, participants reported enjoyment using a visual analog scale (0 to 100 mm) and a rating of perceived exertion using the OMNI 0 to 10 scale. Self-efficacy was measured before and after gameplay. Participants provided feedback at the end of their session.

Results: In total, 21 adults (6 females and 15 males) with a mean age of 48.8 (SD 13.8) years with various mobility impairments participated in this study. The touchpads received mean usability scores on the SUS 80.1 (SD 18.5) and Health-ITUES 4.23 (SD 0.67).

Conclusions: The SUS scores reported suggest the touchpad system is "usable"; however, the Health-ITUES scores were slightly below a suggested benchmark. Participants reported moderate to high enjoyment but perceived the exertion as "somewhat easy." Self-efficacy was moderate to high and did not differ pre- to postgame play. The participants regarded the touchpads as novel, fun, and entertaining. The generalizability of our results is limited due to the heterogenous sample; however, our participants identified several areas of improvement for future iteration.

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来源期刊
CiteScore
4.20
自引率
0.00%
发文量
31
审稿时长
12 weeks
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