Location via proxy:   [ UP ]  
[Report a bug]   [Manage cookies]                
skip to main content
10.1145/3130859.3131308acmconferencesArticle/Chapter ViewAbstractPublication Pageschi-playConference Proceedingsconference-collections
Work in Progress

The Design of a Virtual Reality Game for Stroke-Induced Attention Deficits

Published: 15 October 2017 Publication History

Abstract

Hemispatial neglect is a spatial attention deficit that occurs in 25 up to 50% of stroke survivors and has a negative impact on functional recovery. Despite an increased understanding of the mechanisms underlying hemispatial neglect, there is no effective treatment yet. In particular, the transfer of treatment effects to daily life is often missing. A more ecological approach to rehabilitation may therefore produce better treatment effects. Here we present the design of a virtual reality game for stroke patients with spatial attention deficits. Moreover, we present the use of our 'Intervention Logic -- Game Mechanic' model which details how theory-grounded intervention principles were translated into game mechanics and desired treatment outcomes. Additionally, we demonstrate how simulations on the basis of player models aid in designing a dynamic difficulty adjustment algorithm and reduce the need for elaborate gameplay testing.

References

[1]
Gazihan Alankus, Amanda Lazar, Matt May, and Caitlin Kelleher. 2010. Towards Customizable Games for Stroke Rehabilitation. Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, ACM, 2113--2122.
[2]
Madeline Balaam, Stefan Rennick Egglestone, Geraldine Fitzpatrick, et al. 2011. Motivating Mobility: Designing for Lived Motivation in Stroke Rehabilitation. Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, ACM, 3073--3082.
[3]
Alexander Baldwin, Daniel Johnson, and Peta A. Wyeth. 2014. The Effect of Multiplayer Dynamic Difficulty Adjustment on the Player Experience of Video Games. Proceedings of the Extended Abstracts of the 32Nd Annual ACM Conference on Human Factors in Computing Systems, ACM, 1489--1494.
[4]
James W. Bisley and Michael E. Goldberg. 2010. Attention, Intention, and Priority in the Parietal Lobe. Annual Review of Neuroscience 33, 1: 1--21.
[5]
Audrey Bowen, Christine Hazelton, Alex Pollock, and Nadina B Lincoln. 2013. Cognitive rehabilitation for spatial neglect following stroke. In The Cochrane Collaboration, ed., Cochrane Database of Systematic Reviews. John Wiley & Sons, Ltd, Chichester, UK.
[6]
J. W. Burke, M. D. J. McNeill, D. K. Charles, P. J. Morrow, J. H. Crosbie, and S. M. McDonough. 2009. Optimising engagement for stroke rehabilitation using serious games. The Visual Computer 25, 12: 1085--1099.
[7]
L. J. Buxbaum, M. K. Ferraro, T. Veramonti, et al. 2004. Hemispatial neglect Subtypes, neuroanatomy, and disability. Neurology 62, 5: 749--756.
[8]
Chris Dede. 2009. Immersive Interfaces for Engagement and Learning. Science 323, 5910: 66-- 69.
[9]
Nele Demeyere, M. Jane Riddoch, Elitsa D. Slavkova, Wai-Ling Bickerton, and Glyn W. Humphreys. 2015. The Oxford Cognitive Screen (OCS): Validation of a stroke-specific short cognitive screening tool. Psychological Assessment 27, 3: 883--894.
[10]
Alena Denisova and Paul Cairns. 2015. Adaptation in Digital Games: The Effect of Challenge Adjustment on Player Performance and Experience. Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play, ACM, 97-- 101.
[11]
Kevin Dent and Glyn W. Humphreys. 2011. Neuropsychological evidence for a competitive bias against contracting stimuli. Neurocase 17, 2: 112-- 121.
[12]
Lindsay R. Duncan, Kimberly D. Hieftje, Sabrina Culyba, and Lynn E. Fiellin. 2014. Game playbooks: tools to guide multidisciplinary teams in developing videogame-based behavior change interventions. Translational Behavioral Medicine 4, 1: 108--116.
[13]
Luciano Fasotti and Marlies van Kessel. 2013. Novel Insights in the Rehabilitation of Neglect. Frontiers in Human Neuroscience 7.
[14]
Francesca Frassinetti, Francesco Pavani, and Elisabetta Làdavas. 2002. Acoustical Vision of Neglected Stimuli: Interaction among Spatially Converging Audiovisual Inputs in Neglect Patients. Journal of Cognitive Neuroscience 14, 1: 62--69.
[15]
Pedro Gamito, Jorge Oliveira, Carla Coelho, et al. 2015. Cognitive training on stroke patients via virtual reality-based serious games. Disability and Rehabilitation: 1--4.
[16]
Kenneth M. Heilman, Dawn Bowers, Edward Valenstein, and Robert T. Watson. 1987. Hemispace and hemispatial neglect. Advances in Psychology 45: 115--150.
[17]
Robin Hunicke. 2005. The Case for Dynamic Difficulty Adjustment in Games. Proceedings of the 2005 ACM SIGCHI International Conference on Advances in Computer Entertainment Technology, ACM, 429--433.
[18]
Masud Husain and Chris Rorden. 2003. Nonspatially lateralized mechanisms in hemispatial neglect. Nature Reviews Neuroscience 4, 1: 26--36.
[19]
Georg Kerkhoff and Thomas Schenk. 2012. Rehabilitation of neglect: An update. Neuropsychologia 50, 6: 1072--1079.
[20]
Yong Mi Kim, Min Ho Chun, Gi Jeong Yun, Young Jin Song, and Han Eun Young. 2011. The effect of virtual reality training on unilateral spatial neglect in stroke patients. Annals of rehabilitation medicine 35, 3: 309--315.
[21]
Hendrik Knoche, Kasper Hald, Dorte Richter, and Helle Rovsing Møller Jørgensen. 2016. Playing to (Self-)Rehabilitate: A Month-long Randomized Control Trial with Brain Lesion Patients and a Tablet Game. Proceedings of the 10th EAI International Conference on Pervasive Computing Technologies for Healthcare, ICST (Institute for Computer Sciences, Social-Informatics and Telecommunications Engineering), 61--68.
[22]
N. B. Lincoln, M. J. Majid, and Nicola Weyman. 2000. Cognitive rehabilitation for attention deficits following stroke. Cochrane Database Syst Rev 4.
[23]
Keith R. Lohse, Courtney G. E. Hilderman, Katharine L. Cheung, Sandy Tatla, and H. F. Machiel Van der Loos. 2014. Virtual Reality Therapy for Adults Post-Stroke: A Systematic Review and Meta-Analysis Exploring Virtual Environments and Commercial Games in Therapy. PLOS ONE 9, 3: e93318.
[24]
Redmond G. O'Connell, Mark A. Bellgrove, Paul M. Dockree, Adam Lau, Michael Fitzgerald, and Ian H. Robertson. 2008. Self-Alert Training: Volitional modulation of autonomic arousal improves sustained attention. Neuropsychologia 46, 5: 1379--1390.
[25]
Radek Ptak and Julia Fellrath. 2013. Spatial neglect and the neural coding of attentional priority. Neuroscience & Biobehavioral Reviews 37, 4: 705-- 722.
[26]
Ian H. Robertson, Richard Tegnér, Kerstin Tham, Ada Lo, and Ian Nimmo-smith. 1995. Sustained attention training for unilateral neglect: Theoretical and rehabilitation implications. Journal of Clinical and Experimental Neuropsychology 17, 3: 416-- 430.
[27]
Gustavo Saposnik, Mindy Levin, and for the Stroke Outcome Research Canada (SORCan) Working Group. 2011. Virtual Reality in Stroke Rehabilitation. Stroke 42, 5: 1380--1386.
[28]
Rodrigo Vicencio-Moreira, Regan L. Mandryk, and Carl Gutwin. 2015. Now You Can Compete With Anyone: Balancing Players of Different Skill Levels in a First-Person Shooter Game. Proceedings of the 33rd Annual ACM Conference on Human Factors in Computing Systems, ACM, 2255--2264.
[29]
S. Viñas-Diz and M. Sobrido-Prieto. 2016. Virtual reality for therapeutic purposes in stroke: A systematic review. Neurología (English Edition) 31, 4: 255--277.

Cited By

View all
  • (2025)Unveiling spatial and non-spatial aspects of neglect in everyday behaviorCortex10.1016/j.cortex.2024.10.002182(208-211)Online publication date: Jan-2025
  • (2024)Virtual and augmented reality gamification of visuospatial neglect treatment: therapists’ user experienceBMC Digital Health10.1186/s44247-024-00061-42:1Online publication date: 9-Feb-2024
  • (2024)Aiming, Pointing, Steering: A Core Task Analysis Framework for GameplayProceedings of the ACM on Human-Computer Interaction10.1145/36770578:CHI PLAY(1-48)Online publication date: 15-Oct-2024
  • Show More Cited By

Index Terms

  1. The Design of a Virtual Reality Game for Stroke-Induced Attention Deficits

    Recommendations

    Comments

    Information & Contributors

    Information

    Published In

    cover image ACM Conferences
    CHI PLAY '17 Extended Abstracts: Extended Abstracts Publication of the Annual Symposium on Computer-Human Interaction in Play
    October 2017
    700 pages
    ISBN:9781450351119
    DOI:10.1145/3130859
    Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author.

    Sponsors

    Publisher

    Association for Computing Machinery

    New York, NY, United States

    Publication History

    Published: 15 October 2017

    Check for updates

    Author Tags

    1. attention
    2. dynamic difficulty adjustment
    3. hemispatial neglect
    4. rehabilitation
    5. stroke
    6. virtual reality

    Qualifiers

    • Work in progress

    Funding Sources

    Conference

    CHI PLAY '17
    Sponsor:

    Acceptance Rates

    CHI PLAY '17 Extended Abstracts Paper Acceptance Rate 46 of 178 submissions, 26%;
    Overall Acceptance Rate 421 of 1,386 submissions, 30%

    Contributors

    Other Metrics

    Bibliometrics & Citations

    Bibliometrics

    Article Metrics

    • Downloads (Last 12 months)33
    • Downloads (Last 6 weeks)4
    Reflects downloads up to 27 Jan 2025

    Other Metrics

    Citations

    Cited By

    View all
    • (2025)Unveiling spatial and non-spatial aspects of neglect in everyday behaviorCortex10.1016/j.cortex.2024.10.002182(208-211)Online publication date: Jan-2025
    • (2024)Virtual and augmented reality gamification of visuospatial neglect treatment: therapists’ user experienceBMC Digital Health10.1186/s44247-024-00061-42:1Online publication date: 9-Feb-2024
    • (2024)Aiming, Pointing, Steering: A Core Task Analysis Framework for GameplayProceedings of the ACM on Human-Computer Interaction10.1145/36770578:CHI PLAY(1-48)Online publication date: 15-Oct-2024
    • (2024)The efficacy and feasibility of an immersive virtual reality game to train spatial attention orientation after stroke: A stage 2 reportJournal of Neuropsychology10.1111/jnp.12403Online publication date: 12-Dec-2024
    • (2024)Assessment and treatment of visuospatial neglect using active learning with Gaussian processes regressionArtificial Intelligence in Medicine10.1016/j.artmed.2024.102770149:COnline publication date: 1-Mar-2024
    • (2020)An immersive virtual reality game to train spatial attention orientation after stroke: A feasibility studyApplied Neuropsychology: Adult10.1080/23279095.2020.182103029:5(915-935)Online publication date: 18-Sep-2020

    View Options

    Login options

    View options

    PDF

    View or Download as a PDF file.

    PDF

    eReader

    View online with eReader.

    eReader

    Figures

    Tables

    Media

    Share

    Share

    Share this Publication link

    Share on social media