Effects of Immersive Virtual Reality Puzzle Solving Video Games on Cognition, Motor Control, and Functional Behavior in People with Schizophrenia Spectrum Disorders

Jen Suh Chern, Yu Chih Mao

Research output: Chapter in Book/Report/Conference proceedingConference contribution

Abstract

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.

Original languageEnglish
Title of host publication2023 IEEE 5th Eurasia Conference on Biomedical Engineering, Healthcare and Sustainability, ECBIOS 2023
EditorsTeen-Hang Meen
PublisherInstitute of Electrical and Electronics Engineers Inc.
Pages30-35
Number of pages6
ISBN (Electronic)9798350320978
DOIs
Publication statusPublished - 2023
Event5th IEEE Eurasia Conference on Biomedical Engineering, Healthcare and Sustainability, ECBIOS 2023 - Tainan, Taiwan
Duration: 2023 Jun 22023 Jun 4

Publication series

Name2023 IEEE 5th Eurasia Conference on Biomedical Engineering, Healthcare and Sustainability, ECBIOS 2023

Conference

Conference5th IEEE Eurasia Conference on Biomedical Engineering, Healthcare and Sustainability, ECBIOS 2023
Country/TerritoryTaiwan
CityTainan
Period2023/06/022023/06/04

Keywords

  • congnition
  • functional behavior
  • immersive virtual reality
  • motor control
  • puzzle solving
  • schizophrenia
  • videogame

ASJC Scopus subject areas

  • Information Systems and Management
  • Renewable Energy, Sustainability and the Environment
  • Automotive Engineering
  • Health Informatics
  • Pharmaceutical Science
  • Health(social science)

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