The purpose was to explore the effects of different types of multitasking and different levels of virtual reality (VR) immersive sports video games on the motor and cognitive performance of SSD patients. A total of three experiments were conducted. Twenty-five SSD patients were recruited in the first experiment. They participated in a two-stage training. The first stage was a traditional multi-task training consisting of three goal-oriented physical activities: stepping exercise, ball kicking activities, sandbag throwing activities; the second stage was a new form of multi-task training consisting of two sports video games with a desktop display: golf and tennis video games. A 50-inch monitor and Xbox was used. Each stages of training last for twelve weeks, twice a week, forty minutes each time. Patients were evaluated for motor and cognitive performance before, after the first and second stage of training. The motor performance evaluation included: upper limb motor performance tested with box-and-block test, amount of center of pressure (COP) sway with 3 stance postures and 2 visual conditions, functional walking performance with a three-meter Timed-Up-and-Go test , and the amount of voluntary COP shift during Functional Reach Test. Cognitive performance was measured by Color Trail Test . Repeated-measure two-factor analysis of variance was used. Twelve SSD patients volunteered to participate in the experimental group and fifteen SSD patients volunteered to participate in the control group in the second experiment. The training procedure of the experimental group was different from the first experiment only with the sequence of the first and second stage training. The first stage training in the second experiment was the training in the second stage of training in the first experiment. The training regimen and outcome measurement regimen were the same as the first experiment. Fifteen SSD patients participated in the third experiment voluntarily. All participants were trained with a new type of multitasking virtual reality sports video game, and this virtual reality was constructed by a highly immersive head-mounted display system. Sound Shield was selected as training video game. The training regimen was the same as the previous two experiments. Each participant was evaluated twice: before and after training. One-way analysis variance was used. SPSS 23.0 statistical software package was used for three experiments and the statistical significant level was set at p <.05 The conclusions of this study are as follows: (1) Both the traditional and new form of multi-task training tended to promote the motor and cognitive performance of SSD patients, (2) highly immersive VR sports video games tended to improve motor and cognitive performance of SSD patients more than desktop VR games, especially effects on cognitive performance. (3) effects of multi-task training one motor and cognitive performance was more prominent in patients with poorer baseline ability such as subject in the first experiment but not in patients with better baseline ability such as patients in the second experiment.
|Effective start/end date||2018/08/01 → 2020/07/31|
- Schizophrenia Spectrum Disorder
- Sports video games
- Level of immersion
- Virtual reality
- Motor performance
- Cognitive performance
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