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...

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Main Authors: Chantal Zorzi, Luma Tabbaa, Alexandra Covaci, Konstantinos Sirlantzis, Gianluca Marcelli
Format: Article
Language:English
Published: MDPI AG 2023-10-01
Series:Bioengineering
Subjects:
Online Access:https://www.mdpi.com/2306-5354/10/11/1269
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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.
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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
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