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A Usability Study of a Serious Game in Cognitive Rehabilitation: A Compensatory Navigation Training in Acquired Brain Injury Patients

Overview of attention for article published in Frontiers in Psychology, June 2018
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Title
A Usability Study of a Serious Game in Cognitive Rehabilitation: A Compensatory Navigation Training in Acquired Brain Injury Patients
Published in
Frontiers in Psychology, June 2018
DOI 10.3389/fpsyg.2018.00846
Pubmed ID
Authors

Milan N. A. van der Kuil, Johanna M. A. Visser-Meily, Andrea W. M. Evers, Ineke J. M. van der Ham

Abstract

Acquired brain injury patients often report navigation impairments. A cognitive rehabilitation therapy has been designed in the form of a serious game. The aim of the serious game is to aid patients in the development of compensatory navigation strategies by providing exercises in 3D virtual environments on their home computers. The objective of this study was to assess the usability of three critical gaming attributes: movement control in 3D virtual environments, instruction modality and feedback timing. Thirty acquired brain injury patients performed three tasks in which objective measures of usability were obtained. Mouse controlled movement was compared to keyboard controlled movement in a navigation task. Text-based instructions were compared to video-based instructions in a knowledge acquisition task. The effect of feedback timing on performance and motivation was examined in a navigation training game. Subjective usability ratings of all design options were assessed using questionnaires. Results showed that mouse controlled interaction in 3D environments is more effective than keyboard controlled interaction. Patients clearly preferred video-based instructions over text-based instructions, even though video-based instructions were not more effective in context of knowledge acquisition and comprehension. No effect of feedback timing was found on performance and motivation in games designed to train navigation abilities. Overall appreciation of the serious game was positive. The results provide valuable insights in the design choices that facilitate the transfer of skills from serious games to real-life situations.

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Mendeley readers

Mendeley readers

The data shown below were compiled from readership statistics for 165 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
Unknown 165 100%

Demographic breakdown

Readers by professional status Count As %
Student > Master 29 18%
Student > Ph. D. Student 19 12%
Student > Bachelor 17 10%
Researcher 9 5%
Student > Doctoral Student 9 5%
Other 21 13%
Unknown 61 37%
Readers by discipline Count As %
Psychology 25 15%
Computer Science 16 10%
Medicine and Dentistry 14 8%
Neuroscience 10 6%
Engineering 10 6%
Other 28 17%
Unknown 62 38%
Attention Score in Context

Attention Score in Context

This research output has an Altmetric Attention Score of 2. This is our high-level measure of the quality and quantity of online attention that it has received. This Attention Score, as well as the ranking and number of research outputs shown below, was calculated when the research output was last mentioned on 21 June 2018.
All research outputs
#14,390,935
of 23,047,237 outputs
Outputs from Frontiers in Psychology
#15,298
of 30,358 outputs
Outputs of similar age
#186,603
of 329,698 outputs
Outputs of similar age from Frontiers in Psychology
#440
of 659 outputs
Altmetric has tracked 23,047,237 research outputs across all sources so far. This one is in the 35th percentile – i.e., 35% of other outputs scored the same or lower than it.
So far Altmetric has tracked 30,358 research outputs from this source. They typically receive a lot more attention than average, with a mean Attention Score of 12.5. This one is in the 46th percentile – i.e., 46% of its peers scored the same or lower than it.
Older research outputs will score higher simply because they've had more time to accumulate mentions. To account for age we can compare this Altmetric Attention Score to the 329,698 tracked outputs that were published within six weeks on either side of this one in any source. This one is in the 40th percentile – i.e., 40% of its contemporaries scored the same or lower than it.
We're also able to compare this research output to 659 others from the same source and published within six weeks on either side of this one. This one is in the 29th percentile – i.e., 29% of its contemporaries scored the same or lower than it.