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Sep 17, 2006

How computer gamers experience the game situation

Delwin Clarke, P. Robert Duimering.

Computers in Entertainment (CIE), Volume 4 ,  Issue 3  (July 2006)

Very little is known about computer gamers' playing experience. Most social scientific research has treated gaming as an undifferentiated activity associated with various factors outside the gaming context. This article considers computer games as behavior settings worthy of social scientific investigation in their own right and contributes to a better understanding of computer gaming as a complex, context-dependent, goal-directed activity. The results of an exploratory interview-based study of computer gaming within the "first-person shooter" (FPS) game genre are reported. FPS gaming is a fast-paced form of goal-directed activity that takes place in complex, dynamic behavioral environments where players must quickly make sense of changes in their immediate situation and respond with appropriate actions. Gamers' perceptions and evaluations of various aspects of the FPS gaming situation are documented, including positive and negative aspects of game interfaces, map environments, weapons, computer-generated game characters (bots), multiplayer gaming on local area networks (LANs) or the internet, and single player gaming. The results provide insights into the structure of gamers' mental models of the FPS genre by identifying salient categories of their FPS gaming experience. It is proposed that aspects of FPS games most salient to gamers were those perceived to be most behaviorally relevant to goal attainment, and that the evaluation of various situational stimuli depended on the extent to which they were perceived either to support or to hinder goal attainment. Implications for the design of FPS games that players experience as challenging, interesting, and fun are discussed.

Brain-training software

Via Videogame workout 

The latest BusinessWeek has an interesting report on brain training software. Although there is poor scientific evidence of the effectiveness of this approach in improving brain function, preliminary findings are encouraging:

This summer Posit released two studies [of their $395 Brain Fitness program] that Merzenich says prove its worth. One, involving 182 healthy people 60 and over, assigned half the group to Posit's brain exercises for eight weeks. The rest were asked only to watch educational DVDs. The researchers found that 93% of the Brain Fitness group significantly improved their memory function, while the control group did not.

In a second study released this summer, Posit's program was tried on 45 people diagnosed with MCI. PET scans of the brains of 15 participants were taken before and after the study. There was some evidence of memory gains in the Brain Fitness group, and the PET scans revealed a decline in brain activity in those who did not use the brain exercises. Brain activity held steady for the rest. "We've seen 80-year-old people improve from being sluggish and slow to having the mental performance level of a 35-year-old," says Merzenich.

VR & fear of flying: Cognitive behavior therapy for fear of flying: sustainability of treatment gains after september 11

Cognitive behavior therapy for fear of flying: sustainability of treatment gains after september 11.

Behav Ther. 2006 Mar;37(1):91-7

Authors: Anderson P, Jacobs CH, Lindner GK, Edwards S, Zimand E, Hodges L, Rothbaum BO

This study examines the long-term efficacy of cognitive-behavioral therapy (CBT) for fear of flying (FOF) after a catastrophic fear-relevant event, the September 11, 2001, terrorist attacks. Participants (N = 115) were randomly assigned to and completed treatment for FOF using 8 sessions of either virtual reality exposure therapy (VRE) or standard exposure therapy (SE) prior to September 11, 2001. Individuals were reassessed in June, 2002, an average of 2.3 years after treatment, with a response rate of 48% (n = 55). Analyses were run on the original data and, using multiple imputation procedures, on imputed data for the full sample. Individuals maintained or improved upon gains made in treatment as measured by standardized FOF questionnaires and by number of flights taken. There were no differences between VRE and SE. Thus, results suggest that individuals previously treated for FOF with cognitive-behavioral therapy can maintain treatment gains in the face of a catastrophic fear-relevant event, even years after treatment is completed.

Cognitive behavior therapy for fear of flying: sustainability of treatment gains after september 11

Cognitive behavior therapy for fear of flying: sustainability of treatment gains after september 11.

Behav Ther. 2006 Mar;37(1):91-7

Authors: Anderson P, Jacobs CH, Lindner GK, Edwards S, Zimand E, Hodges L, Rothbaum BO

This study examines the long-term efficacy of cognitive-behavioral therapy (CBT) for fear of flying (FOF) after a catastrophic fear-relevant event, the September 11, 2001, terrorist attacks. Participants (N = 115) were randomly assigned to and completed treatment for FOF using 8 sessions of either virtual reality exposure therapy (VRE) or standard exposure therapy (SE) prior to September 11, 2001. Individuals were reassessed in June, 2002, an average of 2.3 years after treatment, with a response rate of 48% (n = 55). Analyses were run on the original data and, using multiple imputation procedures, on imputed data for the full sample. Individuals maintained or improved upon gains made in treatment as measured by standardized FOF questionnaires and by number of flights taken. There were no differences between VRE and SE. Thus, results suggest that individuals previously treated for FOF with cognitive-behavioral therapy can maintain treatment gains in the face of a catastrophic fear-relevant event, even years after treatment is completed.

Using VR as an assessment tool in schizofrenia

A Virtual Reality Apartment as a Measure of Medication Management Skills in Patients With Schizophrenia: A Pilot Study.

Schizophr Bull. 2006 Sep 6;

Authors: Kurtz MM, Baker E, Pearlson GD, Astur RS

Performance on a novel, virtual reality (VR) assessment of medication management skills, the Virtual Reality Apartment Medication Management Assessment (VRAMMA), was investigated in 25 patients with schizophrenia and 18 matched healthy controls. The VRAMMA is a virtual 4-room apartment consisting of a living room with an interactive clock and TV, a bedroom, a kitchen, and a bathroom with an interactive medicine cabinet. After an exploratory phase, participants were given a mock prescription regimen to be taken 15 minutes later from pill bottles located in the medicine cabinet in the bathroom of the virtual environment. The VRAMMA was administered with a validated measure of medication management skills, several neurocognitive tests, and a symptom scale. Results revealed that (1) schizophrenic patients made significantly more quantitative errors in the number of pills taken, were less accurate at taking the prescribed medications at the designated time, and checked the interactive clock less frequently than healthy controls; (2) in patients with schizophrenia, there was significant agreement in classification of adherence vs nonadherence between a validated measure of medication management skills and the VRAMMA; and (3) in patients with schizophrenia, years of education and a measure of verbal learning and memory were linked to quantitative errors on the VRAMMA, while positive symptoms, specifically delusional symptoms, were inversely linked to distance traveled within the VRAMMA. This is the first study, to our knowledge, to provide evidence for the utility of VR technology in the assessment of instrumental role functioning in patients with schizophrenia.

Transformation of flow in rehabilitation

Transformation of flow in rehabilitation: the role of advanced communication technologies.

Behav Res Methods. 2006 May;38(2):237-44

Authors: Riva G, Castelnuovo G, Mantovani F

Authentic rehabilitation requires the active participation of patients and their involvement with opportunities for action and development. Within this framework, in this article we outline the possibility of using two emerging computing and communication technologies-ambient intelligence (AmI) and virtual reality (VR)--for a new breed of rehabilitative and clinical applications based on a strategy defined as transformation of flow. Transformation of flow is a person's ability to exploit an optimal (flow) experience to identify and use new and unexpected psychological resources as sources of involvement. We identify the feeling of presence--the feeling of being in a world that exists outside oneself--as the theoretical link between the technology and rehabilitation. AmI and VR are used to trigger broad empowerment processes induced by a strong sense of presence, leading to greater agency and control over one's actions and environment.

Sep 16, 2006

TelePresence World 2007

 
TelePresence World 2007, will be held June 4-6, 2007 at the University of San Diego.

University of San Diego.jpg

The TelePresence World event series seeks to introduce telepresence technologies and explore their use in industry, government, education, medical and other fields.

Event delegates will have the opportunity to debate and discuss the revolutionary technological developments that have brought telepresence from the realm of science fiction to the reality of everyday business.

To demonstrate the power of telepresence and unified communications to bridge distance and bring people together, TelePresence World 2007 will include a concurrent exhibition to be held in the university's 25,000-square-foot, state-of-the-art pavilion.

Download the entire press release as a .pdf

Download the event "one-pager" as a .pdf

 

Video game-based exercises for balance rehabilitation

Video game-based exercises for balance rehabilitation: a single-subject design.

Arch Phys Med Rehabil. 2006 Aug;87(8):1141-9

Authors: Betker AL, Szturm T, Moussavi ZK, Nett C

OBJECTIVES: To investigate whether coupling foot center of pressure (COP)-controlled video games to standing balance exercises will improve dynamic balance control and to determine whether the motivational and challenging aspects of the video games would increase a subject's desire to perform the exercises and complete the rehabilitation process. DESIGN: Case study, pre- and postexercise. SETTING: University hospital outpatient clinic. PARTICIPANTS: A young adult with excised cerebellar tumor, 1 middle-aged adult with single right cerebrovascular accident, and 1 middle-aged adult with traumatic brain injury. INTERVENTION: A COP-controlled, video game-based exercise system. MAIN OUTCOME MEASURES: The following were calculated during 12 different tasks: the number of falls, range of COP excursion, and COP path length. RESULTS: Postexercise, subjects exhibited a lower fall count, decreased COP excursion limits for some tasks, increased practice volume, and increased attention span during training. CONCLUSIONS: The COP-controlled video game-based exercise regime motivated subjects to increase their practice volume and attention span during training. This in turn improved subjects' dynamic balance control.