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Accepted for/Published in: JMIR Serious Games

Date Submitted: Apr 4, 2022
Open Peer Review Period: Apr 4, 2022 - May 7, 2022
Date Accepted: Oct 11, 2022
(closed for review but you can still tweet)

The final, peer-reviewed published version of this preprint can be found here:

Usability of the GAIMplank Video Game Controller for People With Mobility Impairments: Observational Study

Malone LA, Mendonca CJ, Padalabalanarayanan S, Misko SR, Moore J, Brascome JM, Thirumalai M

Usability of the GAIMplank Video Game Controller for People With Mobility Impairments: Observational Study

JMIR Serious Games 2023;11:e38484

DOI: 10.2196/38484

PMID: 36626195

PMCID: 9947916

Usability of the GAIMplank Video Game Controller for People with Mobility Impairments: Observational Study

  • Laurie A. Malone; 
  • Christen J. Mendonca; 
  • Sangeetha Padalabalanarayanan; 
  • Samuel R. Misko; 
  • Joseph Moore; 
  • James Michael Brascome; 
  • Mohanraj Thirumalai

ABSTRACT

Background:

Replacing sedentary behaviors during leisure time with active video gaming (AVG) has been shown to be an enjoyable option for increasing physical activity. Most off-the-shelf AVG controllers however are not accessible or usable for individuals with mobility impairments. To serve this need, a universal video game controller (called the GAIMplank) was designed and developed.

Objective:

The purpose of this study was to assess the usability of the GAIMplank video game controller for playing PC video games among individuals with mobility impairments. Measures of enjoyment, perceived exertion, and qualitative data on user experience were also examined.

Methods:

Adults (18-75 yrs) with a mobility impairment were recruited to participate, for a single testing session in the laboratory. Before testing began, basic demographic information, along with minutes of weekday and weekend physical activity, minutes of weekday and weekend video game play, as well as video game play experience were collected. The GAIMplank was mapped to operate as a typical joystick controller. Depending on comfort and functional ability participants chose to play seated in a chair, standing, or in their own manual wheelchair. Leaning movements of the trunk created corresponding action in the game (i.e., lean right, move right). The participants played a total of 5 pre-selected video games, for about 5 min each game. Data were collected to assess usability of the GAIMplank, along with self-efficacy regarding execution of game play actions, rating of perceived exertion (RPE) and enjoyment for each game, and overall qualitative feedback.

Results:

Twenty-one adults (15 men, 6 women) completed the usability testing, mean age 48.8 ± 13.8 years, with 8 standing, 7 seated, and 6 in their own manual wheelchair. Scores from the System Usability Scale indicated above average (74.8 ± 14.5) usability, with scores best for those who played seated in a chair, followed by those standing, and then individuals who played seated in their own wheelchairs. Inconsistencies in responsiveness of the controller and general feedback for minor improvements were documented. RPE scores ranged from light to moderate intensity, with scores highest for those that played seated in a chair. Participants rated their experience playing each game to be above average to very enjoyable.

Conclusions:

The GAIMplank video game controller was found to be usable and accessible, providing an enjoyable option for light to moderate intensity exercise among adults with mobility impairments. Minor issues with inconsistency in controller responsiveness were recorded. Following further development and refinement, the next phase will include a pilot exercise intervention using the GAIMplank system.


 Citation

Please cite as:

Malone LA, Mendonca CJ, Padalabalanarayanan S, Misko SR, Moore J, Brascome JM, Thirumalai M

Usability of the GAIMplank Video Game Controller for People With Mobility Impairments: Observational Study

JMIR Serious Games 2023;11:e38484

DOI: 10.2196/38484

PMID: 36626195

PMCID: 9947916

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