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Train vs. Play: Evaluating the Effects of Gamified and Non-Gamified Wheelchair Skills Training Using Virtual Reality

Zorzi, Chantal, Tabbaa, Luma, Covaci, Alexandra, Sirlantzis, Konstantinos, Marcelli, Gianluca (2023) Train vs. Play: Evaluating the Effects of Gamified and Non-Gamified Wheelchair Skills Training Using Virtual Reality. Bioengineering MDPI, 10 (11). Article Number 1269. E-ISSN 2306-5354. (doi:10.3390/bioengineering10111269) (KAR id:104136)

Abstract

This study compares the influence of a gamified and a non-gamified virtual reality (VR) environment on wheelchair skills training. In specific, the study explores the integration of gamification elements and their influence on wheelchair driving performance in VR-based training. Twenty-two non-disabled participants volunteered for the study, of whom eleven undertook the gamified VR training, and eleven engaged in the non-gamified VR training. To measure the efficacy of the VR-based wheelchair skills training, we captured the heart rate (HR), number of joystick movements, completion time, and number of collisions. In addition, an adapted version of the Wheelchair Skills Training Program Questionnaire (WSTP-Q), the Igroup Presence Questionnaire (IPQ), and the Simulator Sickness Questionnaire (SSQ) questionnaires were administered after the VR training. The results showed no differences in wheelchair driving performance, the level of involvement, or the ratings of presence between the two environments. In contrast, the perceived cybersickness was statistically higher for the group of participants who trained in the non-gamified VR environment. Remarkably, heightened cybersickness symptoms aligned with increased HR, suggesting physiological connections. As such, while direct gamification effects on the efficacy of VR-based wheelchair skills training were not statistically significant, its potential to amplify user engagement and reduce cybersickness is evident.

Item Type: Article
DOI/Identification number: 10.3390/bioengineering10111269
Additional information: For the purpose of open access, the author(s) has applied a Creative Commons Attribution (CC BY) licence to any Author Accepted Manuscript version arising.
Uncontrolled keywords: virtual reality; wheelchair; training; sensors; gamification; assistive technologies; rehabilitation
Subjects: T Technology
Divisions: Divisions > Division of Computing, Engineering and Mathematical Sciences > School of Engineering and Digital Arts
Funders: Engineering and Physical Sciences Research Council (https://ror.org/0439y7842)
Depositing User: Chantal Zorzi
Date Deposited: 30 Nov 2023 13:18 UTC
Last Modified: 11 Mar 2024 16:20 UTC
Resource URI: https://kar.kent.ac.uk/id/eprint/104136 (The current URI for this page, for reference purposes)

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