Train vs. Play: Evaluating the Effects of Gamified and Non-Gamified Wheelchair Skills Training Using Virtual Reality
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-disab...
Main Authors: | , , , , |
---|---|
Format: | Article |
Language: | English |
Published: |
MDPI AG
2023-10-01
|
Series: | Bioengineering |
Subjects: | |
Online Access: | https://www.mdpi.com/2306-5354/10/11/1269 |
_version_ | 1827640532164149248 |
---|---|
author | Chantal Zorzi Luma Tabbaa Alexandra Covaci Konstantinos Sirlantzis Gianluca Marcelli |
author_facet | Chantal Zorzi Luma Tabbaa Alexandra Covaci Konstantinos Sirlantzis Gianluca Marcelli |
author_sort | Chantal Zorzi |
collection | DOAJ |
description | 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. |
first_indexed | 2024-03-09T17:01:57Z |
format | Article |
id | doaj.art-ce19cfdc46264cfa891220225e000165 |
institution | Directory Open Access Journal |
issn | 2306-5354 |
language | English |
last_indexed | 2024-03-09T17:01:57Z |
publishDate | 2023-10-01 |
publisher | MDPI AG |
record_format | Article |
series | Bioengineering |
spelling | doaj.art-ce19cfdc46264cfa891220225e0001652023-11-24T14:29:45ZengMDPI AGBioengineering2306-53542023-10-011011126910.3390/bioengineering10111269Train vs. Play: Evaluating the Effects of Gamified and Non-Gamified Wheelchair Skills Training Using Virtual RealityChantal Zorzi0Luma Tabbaa1Alexandra Covaci2Konstantinos Sirlantzis3Gianluca Marcelli4School of Engineering, University of Kent, Canterbury CT1 7NT, UKSchool of Engineering, University of Kent, Canterbury CT1 7NT, UKSchool of Engineering, University of Kent, Canterbury CT1 7NT, UKSchool of Engineering, Technology and Design, Canterbury Christ Church University (CCCU), Canterbury CT1 1QU, UKSchool of Engineering, University of Kent, Canterbury CT1 7NT, UKThis 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.https://www.mdpi.com/2306-5354/10/11/1269virtual realitywheelchairtrainingsensorsgamificationassistive technologies |
spellingShingle | Chantal Zorzi Luma Tabbaa Alexandra Covaci Konstantinos Sirlantzis Gianluca Marcelli Train vs. Play: Evaluating the Effects of Gamified and Non-Gamified Wheelchair Skills Training Using Virtual Reality Bioengineering virtual reality wheelchair training sensors gamification assistive technologies |
title | Train vs. Play: Evaluating the Effects of Gamified and Non-Gamified Wheelchair Skills Training Using Virtual Reality |
title_full | Train vs. Play: Evaluating the Effects of Gamified and Non-Gamified Wheelchair Skills Training Using Virtual Reality |
title_fullStr | Train vs. Play: Evaluating the Effects of Gamified and Non-Gamified Wheelchair Skills Training Using Virtual Reality |
title_full_unstemmed | Train vs. Play: Evaluating the Effects of Gamified and Non-Gamified Wheelchair Skills Training Using Virtual Reality |
title_short | Train vs. Play: Evaluating the Effects of Gamified and Non-Gamified Wheelchair Skills Training Using Virtual Reality |
title_sort | train vs play evaluating the effects of gamified and non gamified wheelchair skills training using virtual reality |
topic | virtual reality wheelchair training sensors gamification assistive technologies |
url | https://www.mdpi.com/2306-5354/10/11/1269 |
work_keys_str_mv | AT chantalzorzi trainvsplayevaluatingtheeffectsofgamifiedandnongamifiedwheelchairskillstrainingusingvirtualreality AT lumatabbaa trainvsplayevaluatingtheeffectsofgamifiedandnongamifiedwheelchairskillstrainingusingvirtualreality AT alexandracovaci trainvsplayevaluatingtheeffectsofgamifiedandnongamifiedwheelchairskillstrainingusingvirtualreality AT konstantinossirlantzis trainvsplayevaluatingtheeffectsofgamifiedandnongamifiedwheelchairskillstrainingusingvirtualreality AT gianlucamarcelli trainvsplayevaluatingtheeffectsofgamifiedandnongamifiedwheelchairskillstrainingusingvirtualreality |