Utilizing Electromyographic Video Games Controllers to Improve Outcomes for Prosthesis Users

This study evaluated the controller, user interface, and gameplay to identify training improvement outcomes and user satisfaction. Study participants were divided into two cohorts that differed in their intervention between the pre-test and post-test challenge course. Cohort one had a free play environment that encouraged learning through algorithmically generated track patterns and the use of powerups. In contrast, cohort two repeated the challenge mode, which was made up of a course of rings to jump through and focused on targeted muscle discretization via character jump heights correlated to muscle output. Data were collected to develop and validate training methods and identify overall game satisfaction and usability. The results of this study indicated an increase in the user's ability to be successful based on time on task with the intervention. The study also evaluated the usability and participant experience with the intervention.PMID:37526785 | DOI:10.1007/s10484-023-09598-y
Source: Applied Psychophysiology and Biofeedback - Category: Psychiatry & Psychology Authors: Source Type: research