TY - GEN
T1 - Effects of Immersive Virtual Reality Puzzle Solving Video Games on Cognition, Motor Control, and Functional Behavior in People with Schizophrenia Spectrum Disorders
AU - Chern, Jen Suh
AU - Mao, Yu Chih
N1 - Publisher Copyright:
© 2023 IEEE.
PY - 2023
Y1 - 2023
N2 - The purpose of this study was to examine the effects of immersive virtual reality puzzle-solving videogame (IVRPSVG) training on improving cognition, motor control, and functional behavior in people with Schizophrenia Spectrum Disorder (SSD). This study was carried out with a randomized control and a pre-posttest design. There was a total of 22 participants (12 in the experimental group and 10 in the control group). The experimental group received IVRPSVG training for 12 weeks, three times a week, and 30 to 40 min each time. The control group received work activities intervention. The outcome measures include Color Trails Test one and two (CTT1 &2), Left-hand and Right-hand Box and Block Test (BBTR and BTTL), Timed Up and Go Test (TUG), and Functional Reach Test (FRT). A repeated measured two-way analysis of covariance was used to test whether the training in this study caused significant changes with SPSS 23.0 statistical software package. Statistically significant differences were determined at $p < 0.05$. The statistical analysis results showed that IVRPSVG was effective in (1) shortening the time spent on CTT1 ($p=0.01$), and (2) improving the performance in BBTL and TUG ($p=0.01,\ p=0.01$). There was no significant difference in functional behavior between the groups. This result indicated that IVRPSVG had a significant effect on the cognitive-motor integration ability (including path-motor skills, perceptual tracking, number sorting, and sustained attention), upper and left-hand gross motor manipulation, and lower-extremity motor control in patients with SSD. In addition, the work activities training also improved the cognition and motor control of the upper and lower extremities. The improvement in cognition and movement obtained by 12 weeks of training was not sufficient to reflect the changes in cognition and motor control in changes of functional behavior.
AB - The purpose of this study was to examine the effects of immersive virtual reality puzzle-solving videogame (IVRPSVG) training on improving cognition, motor control, and functional behavior in people with Schizophrenia Spectrum Disorder (SSD). This study was carried out with a randomized control and a pre-posttest design. There was a total of 22 participants (12 in the experimental group and 10 in the control group). The experimental group received IVRPSVG training for 12 weeks, three times a week, and 30 to 40 min each time. The control group received work activities intervention. The outcome measures include Color Trails Test one and two (CTT1 &2), Left-hand and Right-hand Box and Block Test (BBTR and BTTL), Timed Up and Go Test (TUG), and Functional Reach Test (FRT). A repeated measured two-way analysis of covariance was used to test whether the training in this study caused significant changes with SPSS 23.0 statistical software package. Statistically significant differences were determined at $p < 0.05$. The statistical analysis results showed that IVRPSVG was effective in (1) shortening the time spent on CTT1 ($p=0.01$), and (2) improving the performance in BBTL and TUG ($p=0.01,\ p=0.01$). There was no significant difference in functional behavior between the groups. This result indicated that IVRPSVG had a significant effect on the cognitive-motor integration ability (including path-motor skills, perceptual tracking, number sorting, and sustained attention), upper and left-hand gross motor manipulation, and lower-extremity motor control in patients with SSD. In addition, the work activities training also improved the cognition and motor control of the upper and lower extremities. The improvement in cognition and movement obtained by 12 weeks of training was not sufficient to reflect the changes in cognition and motor control in changes of functional behavior.
KW - congnition
KW - functional behavior
KW - immersive virtual reality
KW - motor control
KW - puzzle solving
KW - schizophrenia
KW - videogame
UR - http://www.scopus.com/inward/record.url?scp=85171765401&partnerID=8YFLogxK
UR - http://www.scopus.com/inward/citedby.url?scp=85171765401&partnerID=8YFLogxK
U2 - 10.1109/ECBIOS57802.2023.10218477
DO - 10.1109/ECBIOS57802.2023.10218477
M3 - Conference contribution
AN - SCOPUS:85171765401
T3 - 2023 IEEE 5th Eurasia Conference on Biomedical Engineering, Healthcare and Sustainability, ECBIOS 2023
SP - 30
EP - 35
BT - 2023 IEEE 5th Eurasia Conference on Biomedical Engineering, Healthcare and Sustainability, ECBIOS 2023
A2 - Meen, Teen-Hang
PB - Institute of Electrical and Electronics Engineers Inc.
T2 - 5th IEEE Eurasia Conference on Biomedical Engineering, Healthcare and Sustainability, ECBIOS 2023
Y2 - 2 June 2023 through 4 June 2023
ER -