Virtual reality games for cognitive rehabilitation of older adults: a review of adaptive games, domains and techniques

IF 4.4 3区 计算机科学 Q1 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Virtual Reality Pub Date : 2024-04-06 DOI:10.1007/s10055-024-00968-3
D. E. Guzmán, C. F. Rengifo, J. D. Guzmán, C. E. Garcia Cena
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Abstract

In recent decades, the senior adults population worldwide has increased, as well as the medical conditions related to aging, such as cognitive decline. Virtual reality (VR) games are a valuable addition to conventional cognitive rehabilitation as they increase engagement to the therapy through customization, socialization, immersion, and feedback. This review, performed according to PRISMA protocol, addresses the following questions: How VR games have been used for cognitive rehabilitation?, What cognitive domains have been addressed by VR games and in which populations have these games been used?, Which features have been considered to improve engagement in VR games for cognitive rehabilitation?, How is the difficulty adjustment of exercises carried out in VR games for cognitive rehabilitation?. We found 25 scientific works related to these questions, 92% of them treating one cognitive domain at a time, despite the fact that the related literature recognizes the value of training multiple domains simultaneously. Our review indicates that, despite the existence of serious VR games for working memory training, such as those described in Flak et al. (Front Psychol 10:807, 2019. https://doi.org/10.3389/fpsyg.2019.00807), to our knowledge, there are no applications that simultaneously address multiple cognitive domains and incorporate dynamic difficulty adjustment, which are important to ensure ecological validity of therapy and therapy adherence, respectively. In addition, we found that games themselves could be used to monitor the user’s progression. It is also important to determine the impact of multiplayer interactions in the game, test difficulty adjustment approaches that use physiological variables, and define difficulty-skill relationships aligned with the user’s preferences. This paper concludes that the main barriers to implement dynamic difficulty adjustment in VR games for cognitive rehabilitation are: (i) the absence of metrics to estimate when the game offers to the players a challenge adapted their skills, and (ii) the lack of a conceptual framework that integrates relevant theories such as state of flow, cognitive load, cognitive rehabilitation, and feedback systems.

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用于老年人认知康复的虚拟现实游戏:适应性游戏、领域和技术综述
近几十年来,全球老年人口不断增加,与老龄化相关的疾病(如认知能力衰退)也随之增多。虚拟现实(VR)游戏通过定制、社交、沉浸和反馈等方式提高了治疗的参与度,是对传统认知康复治疗的重要补充。本综述根据 PRISMA 协议进行,旨在探讨以下问题:VR游戏是如何用于认知康复的?VR游戏涉及了哪些认知领域,这些游戏用于哪些人群?我们找到了 25 篇与这些问题相关的科学著作,其中 92% 的作品一次只涉及一个认知领域,尽管相关文献承认同时训练多个领域的价值。我们的综述表明,尽管存在用于工作记忆训练的严肃 VR 游戏,如 Flak 等人(Front Psychol 10:807, 2019. https://doi.org/10.3389/fpsyg.2019.00807)所描述的游戏,但据我们所知,还没有同时处理多个认知领域并结合动态难度调整的应用,而动态难度调整对于确保治疗的生态有效性和治疗依从性分别非常重要。此外,我们发现游戏本身也可用于监测用户的进展。同样重要的是,要确定游戏中多人互动的影响,测试使用生理变量的难度调整方法,并根据用户的偏好确定难度-技能关系。本文认为,在用于认知康复的虚拟现实游戏中实施动态难度调整的主要障碍是(i) 缺乏衡量标准来估计游戏何时为玩家提供了适应其技能的挑战,(ii) 缺乏整合相关理论(如流动状态、认知负荷、认知康复和反馈系统)的概念框架。
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来源期刊
Virtual Reality
Virtual Reality COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS-COMPUTER SCIENCE, SOFTWARE ENGINEERING
CiteScore
8.30
自引率
14.30%
发文量
95
审稿时长
>12 weeks
期刊介绍: The journal, established in 1995, publishes original research in Virtual Reality, Augmented and Mixed Reality that shapes and informs the community. The multidisciplinary nature of the field means that submissions are welcomed on a wide range of topics including, but not limited to: Original research studies of Virtual Reality, Augmented Reality, Mixed Reality and real-time visualization applications Development and evaluation of systems, tools, techniques and software that advance the field, including: Display technologies, including Head Mounted Displays, simulators and immersive displays Haptic technologies, including novel devices, interaction and rendering Interaction management, including gesture control, eye gaze, biosensors and wearables Tracking technologies VR/AR/MR in medicine, including training, surgical simulation, rehabilitation, and tissue/organ modelling. Impactful and original applications and studies of VR/AR/MR’s utility in areas such as manufacturing, business, telecommunications, arts, education, design, entertainment and defence Research demonstrating new techniques and approaches to designing, building and evaluating virtual and augmented reality systems Original research studies assessing the social, ethical, data or legal aspects of VR/AR/MR.
期刊最新文献
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