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.
- 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. Google ScholarDigital Library
- 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. Google ScholarDigital Library
- 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. Google ScholarDigital Library
- James W. Bisley and Michael E. Goldberg. 2010. Attention, Intention, and Priority in the Parietal Lobe. Annual Review of Neuroscience 33, 1: 1--21. Google ScholarCross Ref
- 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.Google Scholar
- 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. Google ScholarDigital Library
- L. J. Buxbaum, M. K. Ferraro, T. Veramonti, et al. 2004. Hemispatial neglect Subtypes, neuroanatomy, and disability. Neurology 62, 5: 749--756. Google ScholarCross Ref
- Chris Dede. 2009. Immersive Interfaces for Engagement and Learning. Science 323, 5910: 66-- 69. Google ScholarCross Ref
- 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. Google ScholarCross Ref
- 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. Google ScholarDigital Library
- Kevin Dent and Glyn W. Humphreys. 2011. Neuropsychological evidence for a competitive bias against contracting stimuli. Neurocase 17, 2: 112-- 121. Google ScholarCross Ref
- 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. Google ScholarCross Ref
- Luciano Fasotti and Marlies van Kessel. 2013. Novel Insights in the Rehabilitation of Neglect. Frontiers in Human Neuroscience 7. Google ScholarCross Ref
- 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. Google ScholarDigital Library
- 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.Google Scholar
- Kenneth M. Heilman, Dawn Bowers, Edward Valenstein, and Robert T. Watson. 1987. Hemispace and hemispatial neglect. Advances in Psychology 45: 115--150. Google ScholarCross Ref
- 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. Google ScholarDigital Library
- Masud Husain and Chris Rorden. 2003. Nonspatially lateralized mechanisms in hemispatial neglect. Nature Reviews Neuroscience 4, 1: 26--36. Google ScholarCross Ref
- Georg Kerkhoff and Thomas Schenk. 2012. Rehabilitation of neglect: An update. Neuropsychologia 50, 6: 1072--1079. Google ScholarCross Ref
- 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. Google ScholarCross Ref
- 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.Google Scholar
- N. B. Lincoln, M. J. Majid, and Nicola Weyman. 2000. Cognitive rehabilitation for attention deficits following stroke. Cochrane Database Syst Rev 4.Google Scholar
- 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.Google ScholarCross Ref
- 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. Google ScholarCross Ref
- Radek Ptak and Julia Fellrath. 2013. Spatial neglect and the neural coding of attentional priority. Neuroscience & Biobehavioral Reviews 37, 4: 705-- 722. Google ScholarCross Ref
- 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. Google ScholarCross Ref
- 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.Google ScholarCross Ref
- 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. Google ScholarDigital Library
- 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. Google ScholarCross Ref
Index Terms
- The Design of a Virtual Reality Game for Stroke-Induced Attention Deficits
Recommendations
Diagnosis and rehabilitation of hemispatial neglect patients with virtual reality technology
Frontiers of Medical InformaticsVictims of a stroke or an accident with damage on the parietal lobe can suffer from hemispatial neglect. This disorder is characterized by misperception of the space contralateral to the damaged area. Paper and pencil tests, such as line bisection tests,...
Deficits in selective attention following bilateral anterior cingulotomy
Positron emission tomographic (PET) studies of normal humans undergoing specific cognitive activation paradigms have identified a region of the anterior cingulate cortex as a component of an anterior, midline attentional system involved in high-level ...
Move-IT: A Virtual Reality Game for Upper Limb Stroke Rehabilitation Patients
Computers Helping People with Special NeedsAbstractStroke rehabilitation plays an important role in recovering the lifestyle of stroke survivors. Although existing research proved the effectiveness and engagement of Non-immersive Virtual Reality (VR) based rehabilitation systems, however, limited ...
Comments