Multi-player Online Video Games for Cognitive Rehabilitation
试验速览
- 阶段
- 不适用
- 入组人数
- 10
- 主要终点
- Player in-game activity data
研究概览
简要总结
This research project aims to find out if a multiplayer online video game can provide therapeutic benefit for people who have survived a brain injury.
Video games provide therapeutic benefits in many contexts (Griffiths, 2005). Players of online multiplayer games behave altruistically and form friendships (Wang and Wang, 2008). These positive emotional effects may enhance cognitive rehabilitation, because the cognitive and emotional sides of rehabilitation are connected (Mateer, 2005).
The hypothesis is thus: that playing multiplayer online games can be a useful form of cognitive rehabilitation for brain-injured people.
This research will identify whether or not multi-player online video games may be used as a complementary therapeutic tool. A further aim is to develop guidelines which would help others considering the use of video games for cognitive rehabilitation.
详细描述
Purpose and design
This research aims to find out if massively multi-player online games (MMOs), a relatively new type of video game, can be used as a form of therapy for people who have survived an acquired brain injury.
Numerous previous studies have shown that video games can be used as therapy in many contexts. However, there is some evidence that video games are not an effective form of cognitive rehabilitation for brain injury survivors (Malec et al., 1984). The difference in this research is that MMOs incorporate social interaction into the game play experience. It is proposed that this strengthening of social bonds will be more beneficial than a similar single-player game.
Due to the narrow focus of the research it is anticipated that the number of potential participants will be small, on the order of ten participants. It is recognised that such a small sample size is not compatible with a randomised controlled trial. Instead, the research will employ a single-subject research design, where a higher number of participants will strengthen the external validity of the results.
The research question and design have been developed primarily by the Chief Investigator (PhD student), with critique from the supervisory team. Feedback has also been received from healthcare professionals who have been contacted by the C.I.
研究设计
- 研究类型
- Interventional
- 分配方式
- Na
- 干预模型
- Single Group
- 主要目的
- Basic Science
- 盲法
- None
入排标准
- 年龄范围
- 18 Years 至 —(Adult, Older Adult)
- 性别
- All
- 接受健康志愿者
- 否
入选标准
- •Have survived an acquired brain injury
- •Have progressed through the acute stage of treatment and rehabilitation
- •Be attending a day centre periodically
- •Have an interest in playing video games
- •Be physically capable of playing a video game, with adjustments to the user interface as required
- •Be capable of giving or withholding consent
- •Have access to suitable computer with internet access at day centre
排除标准
- •Any history of photosensitive epilepsy
- •Any history of ill effects due to playing video games, or if any ill-effects are shown when playing video games
- •On advice of medical staff or carer
结局指标
主要结局
Player in-game activity data
时间窗: Time series data collected each hourly session, weekly, for 21 weeks
All player activity is logged on server with timestamp. Data to be logged: * Player movement (ID, location, timestamp) * Messages sent (Sender and recipient IDs, text, timestamp) * In-game objects created or modified (participant ID, object ID, object type, timestamp) Each weekly session will produce one block of this data. The 21 blocks constitute time series data which will be analysed for evidence of improvement in cognitive skills.
次要结局
- Player attitudes(Weekly , for 21 weeks)
研究者
Jason Colman
Principal Investigator
University of Portsmouth
