Multi-player Online Video Games for Cognitive Rehabilitation
This research project aims to find out if a multiplayer online video game can provide therapeutic benefit for people who have survived a brain injury.
Video games provide therapeutic benefits in many contexts (Griffiths, 2005). Players of online multiplayer games behave altruistically and form friendships (Wang and Wang, 2008). These positive emotional effects may enhance cognitive rehabilitation, because the cognitive and emotional sides of rehabilitation are connected (Mateer, 2005).
The hypothesis is thus: that playing multiplayer online games can be a useful form of cognitive rehabilitation for brain-injured people.
This research will identify whether or not multi-player online video games may be used as a complementary therapeutic tool. A further aim is to develop guidelines which would help others considering the use of video games for cognitive rehabilitation.
|Study Design:||Endpoint Classification: Efficacy Study
Intervention Model: Single Group Assignment
Masking: Open Label
Primary Purpose: Basic Science
|Official Title:||Multi-player Online Video Games for Cognitive Rehabilitation|
- Player in-game activity data [ Time Frame: Time series data collected each hourly session, weekly, for 21 weeks ] [ Designated as safety issue: No ]
All player activity is logged on server with timestamp. Data to be logged:
- Player movement (ID, location, timestamp)
- Messages sent (Sender and recipient IDs, text, timestamp)
- In-game objects created or modified (participant ID, object ID, object type, timestamp)
Each weekly session will produce one block of this data. The 21 blocks constitute time series data which will be analysed for evidence of improvement in cognitive skills.
- Player attitudes [ Time Frame: Weekly , for 21 weeks ] [ Designated as safety issue: No ]Each session in debriefing, players will be asked about their attitudes and feelings about the effects of playing video games
|Study Start Date:||June 2012|
|Estimated Study Completion Date:||January 2014|
|Estimated Primary Completion Date:||December 2012 (Final data collection date for primary outcome measure)|
Behavioral: Play game
Participants engage in non-game activity (establish baseline) 7 * 1 hr weekly; play single-player game 7 * 1 hr weekly; play multi-player game 7 * 1 hr weekly.
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|Contact: Jason E Colmanfirstname.lastname@example.org|
|Principal Investigator:||Jason E Colman||University of Portsmouth|