Background: Multiplayer games have emerged as a promising approach to increase the motivation of patients involved in rehabilitation therapy. In this systematic review, we evaluated recent publications in health-related multiplayer games that involved patients with cognitive and/or motor impairments. The aim was to investigate the effect of multiplayer gaming on game experience and game performance in healthy and non-healthy populations in comparison to individual game play. We further discuss the publications within the context of the theory of flow and the challenge point framework.
Methods: A systematic search was conducted through EMBASE, Medline, PubMed, Cochrane, CINAHL and PsycINFO. The search was complemented by recent publications in robot-assisted multiplayer neurorehabilitation. The search was restricted to robot-assisted or virtual reality-based training.
Results: Thirteen articles met the inclusion criteria. Multiplayer modes used in health-related multiplayer games were: competitive, collaborative and co-active multiplayer modes. Multiplayer modes positively affected game experience in nine studies and game performance in six studies. Two articles reported increased game performance in single-player mode when compared to multiplayer mode.
Conclusions: The multiplayer modes of training reviewed improved game experience and game performance compared to single-player modes. However, the methods reviewed were quite heterogeneous and not exhaustive. One important take-away is that adaptation of the game conditions can individualize the difficulty of a game to a player's skill level in competitive multiplayer games. Robotic assistance and virtual reality can enhance individualization by, for example, adapting the haptic conditions, e.g. by increasing haptic support or by providing haptic resistance. The flow theory and the challenge point framework support these results and are used in this review to frame the idea of adapting players' game conditions.
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http://dx.doi.org/10.1186/s12984-018-0449-9 | DOI Listing |
Nat Med
January 2025
Department of Neurosurgery, Stanford University, Stanford, CA, USA.
People with paralysis express unmet needs for peer support, leisure activities and sporting activities. Many within the general population rely on social media and massively multiplayer video games to address these needs. We developed a high-performance, finger-based brain-computer-interface system allowing continuous control of three independent finger groups, of which the thumb can be controlled in two dimensions, yielding a total of four degrees of freedom.
View Article and Find Full Text PDFJ Affect Disord
January 2025
Dept of Social Work & Social Administration, University of Hong Kong, Hong Kong; HKJC Centre for Suicide Research and Prevention, University of Hong Kong, Hong Kong. Electronic address:
Background: Internet gaming disorder (IGD) is a prevalent behavioral addiction that co-occurs with depression. Little is known about how IGD and depression intercorrelate longitudinally at a symptom level. This study aimed to explore the directional relationships between IGD and depressive symptoms and identify the key symptoms in their comorbidity using cross-lagged panel network (CLPN) modeling.
View Article and Find Full Text PDFNat Sci Sleep
December 2024
Department of Physical Education & Sport Sciences, University of Limerick, Castletroy, Limerick, Ireland.
Purpose: It is presumed by many that acute sleep loss results in degraded in-game esports (competitive, organized video game play) performance. However, this has not been experimentally investigated to date. The objective of the current experiment was to elucidate whether ~29hrs of total sleep deprivation impacts in-game performance for the popular esport
Patients And Methods: Twenty skill-matched pairs (N = 40 total) were recruited.
Chaos
December 2024
School of Mathematics, Southeast University, Nanjing 210096, China.
The non-cooperation game with heterogeneous dynamics is of both theoretical significance and practical relevance because of its extensive penetration into various fields, such as the game confrontation composed of unmanned aerial vehicles and unmanned vehicles or the power generation systems with varied turbine assemblies. To solve such a game problem, this paper investigates distributed Nash equilibrium (NE) and generalized Nash equilibrium (GNE) seeking problems for heterogeneous multi-player systems in non-cooperation games. First, by incorporating the output regulation technique, a distributed NE seeking strategy is designed for heterogeneous multi-player games over undirected communication networks.
View Article and Find Full Text PDFCyberpsychol Behav Soc Netw
January 2025
Department of Psychology and Educational Sciences Studies, Open University of Catalonia, Barcelona, Spain.
Virtual environments like online videogames offer increasingly more people the opportunity to socialize purely within the digital plane. These interactions, often done through customizable avatars, have brought about the concept of the "virtual-self," understood as the multiple identities that can be expressed in virtual environments. This can take many forms and fulfill different psychological roles, from portraying the individual's ideal-self to allowing them to explore what it feels like to be someone completely different.
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