Investigating therapists’ intention to use serious games for acquired brain injury cognitive rehabilitation

Acquired brain injury is one cause of long-term disability. Serious games can assist in cognitive rehabilitation. However, therapists’ perception and feedback will determine game adoption. The objective of this study is to investigate therapists’ intention to use serious games for cognitive rehabili...

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Main Authors: Ahmed Mohammed Elaklouk, Nor Azan Mat Zin, Azrulhizam Shapii
Format: Article
Language:English
Published: Elsevier 2015-04-01
Series:Journal of King Saud University: Computer and Information Sciences
Subjects:
Online Access:http://www.sciencedirect.com/science/article/pii/S1319157815000154
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author Ahmed Mohammed Elaklouk
Nor Azan Mat Zin
Azrulhizam Shapii
author_facet Ahmed Mohammed Elaklouk
Nor Azan Mat Zin
Azrulhizam Shapii
author_sort Ahmed Mohammed Elaklouk
collection DOAJ
description Acquired brain injury is one cause of long-term disability. Serious games can assist in cognitive rehabilitation. However, therapists’ perception and feedback will determine game adoption. The objective of this study is to investigate therapists’ intention to use serious games for cognitive rehabilitation and identify underlying factors that may affect their acceptance. The respondents are 41 therapists who evaluated a “Ship Game” prototype. Data were collected using survey questionnaire and interview. A seven-point Likert scale was used for items in the questionnaire ranging from (1) “strongly disagree” to (7) “strongly agree”. Results indicate that the game is easy to use (Mean = 5.83), useful (Mean = 5.62), and enjoyable (Mean = 5.90). However intention to use is slightly low (Mean = 4.60). Significant factors that can affect therapists’ intention to use the game were gathered from interviews. Game-based intervention should reflect therapists’ needs in order to achieve various rehabilitation goals, providing suitable and meaningful training. Hence, facilities to tailor the game to the patient’s ability, needs and constraints are important factors that can increase therapists’ intention to use and help to deliver game experience that can motivate patients to undergo the practices needed. Moreover, therapists’ supervision, database functionality and quantitative measures regarding a patient’s progress also represent crucial factors.
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spelling doaj.art-0506a5c6243246cda32c88bbe3b8cf732022-12-21T23:51:42ZengElsevierJournal of King Saud University: Computer and Information Sciences1319-15782015-04-0127216016910.1016/j.jksuci.2014.03.019Investigating therapists’ intention to use serious games for acquired brain injury cognitive rehabilitationAhmed Mohammed ElakloukNor Azan Mat ZinAzrulhizam ShapiiAcquired brain injury is one cause of long-term disability. Serious games can assist in cognitive rehabilitation. However, therapists’ perception and feedback will determine game adoption. The objective of this study is to investigate therapists’ intention to use serious games for cognitive rehabilitation and identify underlying factors that may affect their acceptance. The respondents are 41 therapists who evaluated a “Ship Game” prototype. Data were collected using survey questionnaire and interview. A seven-point Likert scale was used for items in the questionnaire ranging from (1) “strongly disagree” to (7) “strongly agree”. Results indicate that the game is easy to use (Mean = 5.83), useful (Mean = 5.62), and enjoyable (Mean = 5.90). However intention to use is slightly low (Mean = 4.60). Significant factors that can affect therapists’ intention to use the game were gathered from interviews. Game-based intervention should reflect therapists’ needs in order to achieve various rehabilitation goals, providing suitable and meaningful training. Hence, facilities to tailor the game to the patient’s ability, needs and constraints are important factors that can increase therapists’ intention to use and help to deliver game experience that can motivate patients to undergo the practices needed. Moreover, therapists’ supervision, database functionality and quantitative measures regarding a patient’s progress also represent crucial factors.http://www.sciencedirect.com/science/article/pii/S1319157815000154Serious gamesRehabilitationGame designBrain damageTechnology acceptancePerceptions
spellingShingle Ahmed Mohammed Elaklouk
Nor Azan Mat Zin
Azrulhizam Shapii
Investigating therapists’ intention to use serious games for acquired brain injury cognitive rehabilitation
Journal of King Saud University: Computer and Information Sciences
Serious games
Rehabilitation
Game design
Brain damage
Technology acceptance
Perceptions
title Investigating therapists’ intention to use serious games for acquired brain injury cognitive rehabilitation
title_full Investigating therapists’ intention to use serious games for acquired brain injury cognitive rehabilitation
title_fullStr Investigating therapists’ intention to use serious games for acquired brain injury cognitive rehabilitation
title_full_unstemmed Investigating therapists’ intention to use serious games for acquired brain injury cognitive rehabilitation
title_short Investigating therapists’ intention to use serious games for acquired brain injury cognitive rehabilitation
title_sort investigating therapists intention to use serious games for acquired brain injury cognitive rehabilitation
topic Serious games
Rehabilitation
Game design
Brain damage
Technology acceptance
Perceptions
url http://www.sciencedirect.com/science/article/pii/S1319157815000154
work_keys_str_mv AT ahmedmohammedelaklouk investigatingtherapistsintentiontouseseriousgamesforacquiredbraininjurycognitiverehabilitation
AT norazanmatzin investigatingtherapistsintentiontouseseriousgamesforacquiredbraininjurycognitiverehabilitation
AT azrulhizamshapii investigatingtherapistsintentiontouseseriousgamesforacquiredbraininjurycognitiverehabilitation