A Rehabilitation Gaming System for Cognitive Deficiencies: Design and Usability Evaluation

Ahmed Mohammed Elaklouk, Nor Azan Mat Zin

Abstract


Patients with Acquired Brain Injuries or ABI experience various cognitive deficiencies that adversely impact their daily lives, as their ability to perform everyday activities, becomes severely limited. These patients would benefit more from engaging in unconventional cognitive rehabilitation, specifically rehabilitation using Serious Games. However, it is difficult to categorize cognitive disabilities due to their heterogeneity; therefore individualized rehabilitation interventions are required. It is also challenging to design games for cognitive rehabilitation, as the complexity and production cost for these games are usually very high. There is an abundance of recent studies on cognitive rehabilitation, particularly game-based interventions. However, some studies explain how to design games that are enjoyable and usable for patients with cognitive disabilities. Hence, this study addresses this issue with a proposed framework for therapeutic game developers targeting patients with cognitive deficiencies. To this end, a prototype Rehabilitation Gaming System (RGS) was developed and evaluated by therapists. A 7-point Likert scale usability questionnaire was used and the mean scores for layout/design (5.94), ease of use (5.40), easy to learn (5.76), usefulness (5.96) and satisfaction (6.1) indicate that RGS has good usability. Therapists are willing to use RGS for rehabilitation purposes. Practitioners, game developers, and patients in the healthcare field will be able to use the proposed framework as a guide and tool for designing and implementing games targeted for cognitive rehabilitation. 


Keywords


acquired brain injuries; cognitive rehabilitation; serious game design; usability evaluation.

Full Text:

PDF

References


R. De Luca, R. S. Calabrò, and P. Bramanti, "Cognitive rehabilitation after severe acquired brain injury: current evidence and future directions," Neuropsychological Rehabilitation, vol. 28, pp. 879-898, 2018/08/18 2018.

E. Fernandez, J. A. Bergado Rosado, D. Rodriguez Perez, S. Salazar Santana, M. Torres Aguilar, and M. L. Bringas, "Effectiveness of a Computer-Based Training Program of Attention and Memory in Patients with Acquired Brain Damage," Behavioral Sciences, vol. 8, p. 4, 2017.

Y.-X. Hung, P.-C. Huang, K.-T. Chen, and W.-C. Chu, "What do stroke patients look for in game-based rehabilitation: a survey study," Medicine, vol. 95, 2016.

J. M. Martínez Moreno, P. Sánchez González, M. Luna Serrano, T. Roig, J. M. Tormos Muñoz, and E. J. Gómez Aguilera, "Modelling ecological cognitive rehabilitation therapies for building virtual environments in brain injury," Methods of information in medicine, vol. 55, pp. 50-59, 2015.

J. RapolienÄ—, E. EndzelytÄ—, I. JaseviÄienÄ—, and R. Savickas, "Stroke Patients Motivation Influence on the Effectiveness of Occupational Therapy," Rehabilitation Research and Practice, vol. 2018, p. 7, 2018.

T. Wolf, S. Kersten, and C. Haas, "Intensive therapeutic treatment in neurorehabilitation – a qualitative analysis from the therapist ’s perspective," Journal of Neurology & Stroke, vol. 8, 2018.

S. Notelaers, T. De Weyer, K. Robert, C. Raymaekers, and K. Coninx, "Design Aspects for Rehabilitation Games for MS Patients," 2010.

R. Sheehan and A. Hassiotis, "Digital mental health and intellectual disabilities: state of the evidence and future directions," Evidence-based mental health, vol. 20, pp. 107-111, 2017.

G.-M. B. Gund, M. P. Jagtap, M. V. Ingale, and R. Patil, "Stroke: A Brain Attack," IOSR Journal Of Pharmacy, vol. 3, pp. 1-23, 2013.

P. Gamito, J. Oliveira, C. Coelho, D. Morais, P. Lopes, J. Pacheco, et al., "Cognitive training on stroke patients via virtual reality-based serious games," Disability and rehabilitation, vol. 39, pp. 385-388, 2017.

A. R. Dores, L. Mendes, I. P. Carvalho, S. Guerreiro, I. Almeida, and F. Barbosa, "Significance of virtual reality-based rehabilitation in acquired brain injury," in Virtual and Augmented Reality: Concepts, Methodologies, Tools, and Applications, ed: IGI Global, 2018, pp. 1586-1601.

R. Friedrich, P. Hiesel, S. Peters, D. P. Siewiorek, A. Smailagic, and B. Brügge, "Serious Games for Home-based Stroke Rehabilitation," in ICIMTH, 2015, pp. 157-160.

J. Torrente, Ã. del Blanco, P. Moreno-Ger, and B. Fernández-Manjón, "Designing serious games for adult students with cognitive disabilities," in Neural Information Processing, 2012, pp. 603-610.

D. Bartle, S. Rossoff, D. Whittaker, B. Gooch, K. Kerns, and J. MacSween, "Cognitive games as therapy for children with FAS," presented at the ACM SIGGRAPH 2010 Posters, 2010.

V. T. Cruz, J. Pais, V. Bento, C. Mateus, M. Colunas, I. Alves, et al., "A Rehabilitation Tool Designed for Intensive Web-Based Cognitive Training: Description and Usability Study," JMIR Research Protocols, vol. 2, 2013.

S. Tsikinas and S. Xinogalos, "Designing effective serious games for people with intellectual disabilities," in Global Engineering Education Conference (EDUCON), 2018 IEEE, 2018, pp. 1896-1903.

J. Cheng, "Supporting Therapy-centered Game Design for Brain Injury Rehabilitation," phd, COLLEGE OF COMPUTING AND DIGITAL MEDIA, DEPAUL UNIVERSITY, 2017.

I. Alaribe, "Design a serious game to teach teenagers with intellectual disabilities how to use public transportation," Procedia-Social and Behavioral Sciences, vol. 176, pp. 840-845, 2015.

Y.-L. Theng, L. Wanzhen, L. Zhiqiang, C. Robert, and R. Pallavi, "Investigation of the antecedents and consequences of gamer satisfaction: An individual perspective," Computers in Entertainment (CIE), vol. 9, p. 15, 2011.

N. A. M. Zin and A. M. Elaklouk, "Design science paradigm in the development of serious game for cognitive rehabilitation," International Journal on Advanced Science, Engineering and Information Technology, vol. 7, pp. 118-124, 2017.

A. M. Elaklouk and N. A. M. Zin, "Requirements for game based cognitive intervention system for acquired brain injury," GSTF Journal on Computing (JoC), vol. 2, 2018.

A. M. Elaklouk, N. A. M. Zin, and A. Shapii, "Investigating therapists’ intention to use serious games for acquired brain injury cognitive rehabilitation," Journal of King Saud University-Computer and Information Sciences, vol. 27, pp. 160-169, 2015.

A. Elaklouk, N. Mat Zin, and A. Shapii, "Game Design for Acquired Brain Injury Cognitive Rehabilitation: A Conceptual Framework," in Advances in Visual Informatics. vol. 8237, H. Zaman, P. Robinson, P. Olivier, T. Shih, and S. Velastin, Eds., ed: Springer International Publishing, 2013, pp. 218-230.

A. Shapi’i, N. A. Mat Zin, and A. M. Elaklouk, "A game system for cognitive rehabilitation," BioMed research international, vol. 2015, 2015.

J. P. Chin, V. A. Diehl, and K. L. Norman, "Development of an instrument measuring user satisfaction of the human-computer interface," in Proceedings of the SIGCHI conference on Human factors in computing systems, 1988, pp. 213-218.

A. M. Lund, "Measuring usability with the USE questionnaire," Usability interface, vol. 8, pp. 3-6, 2001.

J. R. Lewis, "IBM computer usability satisfaction questionnaires: psychometric evaluation and instructions for use," International Journal of Humanâ€Computer Interaction, vol. 7, pp. 57-78, 1995.

H. X. Lin, Y.-Y. Choong, and G. Salvendy, "A proposed index of usability: a method for comparing the relative usability of different software systems," Behaviour & information technology, vol. 16, pp. 267-277, 1997.

J. Kirakowski, "The software usability measurement inventory: background and usage," Usability evaluation in industry, pp. 169-178, 1996.

J. Brooke, "SUS-A quick and dirty usability scale," Usability evaluation in industry, vol. 189, p. 194, 1996.

A. H. Zins, U. Bauernfeind, F. Del Missier, A. Venturini, and H. Rumetshofer, "An experimental usability test for different destination recommender systems," in ENTER 2004 conference. Cairo, Egypt, 2004.

C. W. Turner, J. R. Lewis, and J. Nielsen, "Determining usability test sample size," International encyclopedia of ergonomics and human factors, vol. 3, pp. 3084-3088, 2006.

J. Nielsen, Usability engineering: Access Online via Elsevier, 1994.

S. Watzman, "Visual design principles for usable interfaces," The Human-Computer Interaction Handbook: Fundamentals, Evolving Technologies and Emerging Applications, pp. 263-285, 2002.

J. Szalma and P. Hancock, "Task loading and stress in human–computer interaction: Theoretical frameworks and mitigation strategies," Human-Computer Interaction, p. 91, 2008.

A. Sutdiffe, "Multimedia user interface design," The Human-Computer Interaction Handbook: Fundamentals, Evolving Technologies and Emerging Applications, p. 393, 2007.

F. D. Davis, "Perceived usefulness, perceived ease of use, and user acceptance of information technology," Mis Quarterly, pp. 319-340, 1989.

A. Sears and J. A. Jacko, The human-computer interaction handbook: fundamentals, evolving technologies and emerging applications: CRC Press, 2007.

J. Sauro and E. Kindlund, "A method to standardize usability metrics into a single score," in Proceedings of the SIGCHI conference on Human factors in computing systems, 2005, pp. 401-409.




DOI: http://dx.doi.org/10.18517/ijaseit.9.1.6693

Refbacks

  • There are currently no refbacks.



Published by INSIGHT - Indonesian Society for Knowledge and Human Development