Maintenance Notice

Due to necessary scheduled maintenance, the JMIR Publications website will be unavailable from Wednesday, July 01, 2020 at 8:00 PM to 10:00 PM EST. We apologize in advance for any inconvenience this may cause you.

Who will be affected?

Previously submitted to: JMIR Serious Games (no longer under consideration since Jul 04, 2022)

Date Submitted: Nov 1, 2021

Warning: This is an author submission that is not peer-reviewed or edited. Preprints - unless they show as "accepted" - should not be relied on to guide clinical practice or health-related behavior and should not be reported in news media as established information.

User Experience Model using Motivation and Usability Factors in Serious Games for Rehabilitation: A Case Study

  • Nur Nafishah Safian; 
  • Norasikin Fabil; 
  • Waidah Ismail; 
  • Nurul Fathihin Mohd Noor Shah; 
  • Mahadi Bahari; 
  • Rimuljo Hendradi

ABSTRACT

Background:

Rehabilitation is a term used to describe a range of responses in disabilities that improve quality of life. Nowadays, one of the new treatments in rehabilitation is assistive technology by using serious games. This treatment can be a success with sophisticated technologies such as simulators, robotics, and virtual reality

Objective:

Meanwhile, motivation and usability are two important factors that focus on user experience. Previous studies suggested that attention, relevance, confidence, and satisfaction for motivation and ease of use, learnability, memorability, and satisfaction for usability are the important attributes for user experience in serious games. The first stage of identifying the user experience model is by exploring the motivation and usability factors that influence serious games for rehabilitation. There are eight relationships that come from eight different attributes in motivation and usability factors of user experience in serious games.

Methods:

This research was held at one rehabilitation center in Malaysia that uses serious games as the assistive technology tool for exercises and a total of forty-five respondents have answered the finalized questionnaires at the end of the study. PLS-SEM is the method chosen for this research. SmartPLS software is used to calculate and analyze the data and relationships through Composite Reliability, Cronbach’s Alpha, Average Variance Extraction (AVE) for convergent validity, and Fornell-Larcker criterion for discriminant validity.

Results:

As a result, the study shows there are only two negative relationships were formed based on the intersection of attributes from motivation and usability factors where ease of use that related to relevance and satisfaction in usability that connected to satisfaction in motivation

Conclusions:

Finally, a model of new user experience through motivation and satisfaction factors is developed for serious games.


 Citation

Please cite as:

Safian NN, Fabil N, Ismail W, Mohd Noor Shah NF, Bahari M, Hendradi R

User Experience Model using Motivation and Usability Factors in Serious Games for Rehabilitation: A Case Study

JMIR Preprints. 01/11/2021:28295

DOI: 10.2196/preprints.28295

URL: https://preprints.jmir.org/preprint/28295

Download PDF


Request queued. Please wait while the file is being generated. It may take some time.

© The authors. All rights reserved. This is a privileged document currently under peer-review/community review (or an accepted/rejected manuscript). Authors have provided JMIR Publications with an exclusive license to publish this preprint on it's website for review and ahead-of-print citation purposes only. While the final peer-reviewed paper may be licensed under a cc-by license on publication, at this stage authors and publisher expressively prohibit redistribution of this draft paper other than for review purposes.