Introduction
An increasing evidence base supports the use of virtual reality (VR) and active video gaming (AVG) systems to promote motor learning in stroke rehabilitation [
1‐
4]. However, practical and logistical barriers to VR/AVG implementation in clinical sites have been well described [
5‐
7]. To support their use, researchers and developers often emphasize the potential advantages of VR/AVG systems over conventional interventions, including that these technologies may enhance a patient’s affective experience in therapy for the purpose of facilitating recovery [
8‐
11]. Examining the role of affective factors for motor learning is an emerging area of emphasis in rehabilitation [
2,
12‐
15].
VR/AVG use may enhance patients’ motivation to participate in rehabilitation as well as their engagement in therapeutic tasks. Motivation encourages action toward a goal by eliciting and/or sustaining goal-directed behavior [
16]. Motivation can be intrinsic (derived from personal curiosity, importance or relevance of the goal) or extrinsic (elicited via external reward) [
17]. Engagement is a cognitive and affective quality or experience of a user during an activity [
16]. Many characteristics of VR/AVG play can contribute to user motivation and engagement, such as novelty, salient audiovisual graphics, interactivity, feedback, socialization, optimal challenge [
14], extrinsic rewards, intrinsic curiosity or desire to improve in the game, goal-oriented tasks, and meaningful play [
18].
Motivation and engagement are hypothesized to support motor learning either indirectly, through increased practice dosage leading to increased repetitive practice, or directly, via enhanced dopaminergic mechanisms influencing motor learning processes [
15,
16]. Yet evidence is required to support these claims. A logical first step is to understand how these constructs are being measured within VR/AVG intervention studies. Several studies have used practice dosage or intensity as an indicator of motivation or engagement [
19‐
21]. To the authors’ knowledge, few have specifically evaluated the indirect mechanistic pathway by correlating measurement of patient motivation or engagement in VR/AVGs with practice dosage or intensity. While participants in VR/AVG studies report higher motivation as compared to conventional interventions [
22‐
24], conclusions regarding the relationship between motivation and intervention outcomes are limited by lack of consistency and rigour in measurement, including the use of instruments with poor psychometric properties [
22,
23].
The body of research exploring the
direct effects of engagement or motivation on motor learning is still in its infancy. Lohse et al. [
16] were the first to evaluate whether a more audiovisually enriched as compared to more sterile version of a novel AVG task contributed to skill acquisition and retention in typically developing young adults, finding that participants who played under the enriching condition had greater generalized learning and complex skill retention. Self-reported engagement (User Engagement Scale; UES) was higher in the enriched group, but the only difference in self-reported motivation was in the Effort subscale of the Intrinsic Motivation Inventory (IMI), where the enriched group reported less effort as compared to the sterile group. The authors did not find a significant correlation between engagement, motivation and retention scores. A follow-up study using electroencephalography did not replicate the finding that the more enriched practice condition enhanced learning, it did show that more engaged learners had increased information processing, as measured by reduced attentional reserve [
25].
Enjoyment, defined as ‘the state or process of taking pleasure in something’ [
26], has less frequently been the subject of study in motor learning research, but has become popular as a way of describing patient interaction with VR/AVGs. Enjoyment may be hypothesized to be a precursor to both motivation and engagement. Given that the prevailing marketing of VR/AVGs is that they are ‘fun’ and ‘enjoyable’ [
1,
3,
14,
27], it is important to evaluate its measurement in the context of other constructs.
Motivation, engagement and enjoyment in VR/AVGs may be influenced by the additional constructs of immersion and presence. Immersion is defined as “the extent to which the VR system succeeds in delivering an environment which refocuses a user’s sensations from the real world to a virtual world” [
13,
28]. Immersion is considered as an objective construct referring to how the computational properties of the technology can deliver an illusion of reality through hardware, software, viewing displays and tracking capabilities [
29,
30]. A recent systematic review [
13] could not conclusively state effect of immersion on user performance. Immersion is distinct from presence, defined as the “psychological product of technological immersion” [
31]. Presence is influenced by many factors, including the characteristics of the user, the VR/AVG task, and the VR/AVG system [
28]. While presence is thought to be related to enhanced motivation and performance [
32], relationships between this and other constructs of interest require exploration. Table
1 outlines definitions of constructs of interest to this scoping review.
Table 1
Construct definitions
Motivation | Motivation encourages action toward a goal by eliciting and/or sustaining goal-directed behavior. | |
Engagement | Engagement is a cognitive and affective quality or experience of a user during an activity. | |
Enjoyment | The state or process of taking pleasure in something. | |
Immersion | The extent to which the VR system succeeds in delivering an environment which refocuses a user’s sensations from the real world to a virtual world. | |
Presence | The psychological product of technological immersion. | |
The purpose of this scoping review is to explore the impact of these affective constructs on motor learning after stroke. This greater understanding will enhance the clinical rationale for VR/AVG use and inform directions for subsequent research. Specifically, our objectives were to:
1.
Describe how VR/AVG studies measure or report client enjoyment, motivation, engagement, immersion and presence.
2.
Evaluate the extent to which motivation, enjoyment, engagement, immersion, and presence impact motor learning.
3.
Propose directional relationships between enjoyment, motivation, engagement, immersion, presence and motor learning.
Discussion
This scoping review explored how motivation, enjoyment, engagement, immersion and presence were described or measured in VR/AVG studies in stroke rehabilitation. We also sought to identify potential links between these constructs and motor learning outcomes. Although the majority of studies mentioned at least one of the five constructs within their text, construct measurement took place in only 1/3 of studies. Multiple relational links between two or more constructs or between any construct and motor learning were described, though statistical analyses were not used to examine these links.
The emphasis by authors on enjoyment was a surprising finding of this review. Enjoyment was described as important because it underlies both engagement and motivation, and because it is central to essential game design principles of VR/AVG games. However, although it was the most frequently measured construct, it is important to note that measurement of this construct was undertaken with the use of instruments designed for other purposes. This included using instruments measuring flow or intrinsic motivation [
85,
86] or self-designed subjective questionnaires lacking psychometric properties [
72]. Hung et al. [
73] were the only ones to use an enjoyment-specific scale (PACES), although its psychometric properties have not yet been validated in the stroke population or for exercise modalities other than sports [
87]. Given that authors appear to consider this construct foundational both to the affective impact of VR/AVGs and to the mechanics of game design, it will be important to achieve consensus on optimal measurement.
A second important finding of the review was the inconsistency with which constructs were mentioned, described, defined and measured in these studies, and the fact that despite lack of tests of statistical inference or even measurement, authors stated assumptions or conclusions about constructs as fact. For example, Shin et al. [
57] conclude that their device “
encouraged the patient’s skill development, improved immersion, and motivated further rehabilitation by providing meaningful play, optimal challenge, and a flow experience” while acknowledging that they did not measure motivation. In addition, definitions did not consistently align with our a-priori understanding of the terms, and were often vague and interchangeable. Indeed, these terms are differentially operationalized and defined in various fields (e.g. psychology, sports medicine, rehabilitation). This issue of ill-defined terminology was identified by some authors [
20]. For example, immersion was often described as a synonym for presence, as follows: “
This allows users to experience a high degree of immersion; they feel as if they are in the virtual world, rather than looking at it.” [
78] Presence was also described as an indicator of subjective immersion, for example in [
19]:
“(...) presence is a subjective measure used in VR studies to quantify how immersed a user is in a VE.” Also problematic is the fact that authors use a single instrument to measure several different constructs. For example, immersion was measured using the Presence Questionnaire, the same instrument as that used to measure presence, which was also used to measure what authors’ labelled as engagement [
19]. Overall, the inconsistent and varying use of terms, as well as the use of single instruments to quantify different constructs presents a challenge for readers and should be addressed through the development of consistent terminology and a consensus on optimal outcome measures [
20].
Among the studies in which a construct was measured, 44% of studies (
N = 22) used validated instruments (e.g. IMI, IM-TEQ, PQ, ITQ, TSFQ, PACES and SFQ), however, most measures were not verified yet for the targeted purpose (e.g., the PACES), or population (e.g. PQ). Most used either indirect tools (e.g. taking training time or practice duration as a measure of motivation and engagement,
N = 3), study-specific subjective questionnaires with untested psychometric properties (
N = 15), or exclusively qualitative assessments (e.g. interviews or comments,
N = 12) with varying rigour in data analysis (Table
4). Tatla et al. [
22,
23] also found a lack of valid instruments used to measure motivation in pediatric interventions for children with cerebral palsy and acquired brain injury. As such, consensus is clearly required on instruments in order to align the field and facilitate interpretation and the advancement of knowledge. Existing instruments could be adapted and validated for use in VR/AVG interventions and with specific target populations. For example, Gil-Gómez et al. [
88] have proposed the SEQ (Suitability Evaluation Questionnaire) that is based on the SFQ (Short Feedback Questionnaire) but has been updated to cover specific VR-related items.The use of direct or indirect objective measures of motivation, enjoyment, engagement is an option to overcome challenges of subjective self-report. Indirect measures include recording time spent interacting with the VR/AVG game (as undertaken by [
19‐
21], counting the frequency of repetitions, or measuring the intensity of physical activity (for example, using EMG measurement, as in Zimmerli et al. who considered physical activity intensity as an indicator of engagement in VR/AVG interventions) [
89]. Clearly, this indirect approach is not without limitations, as there will always be a multitude of influences besides affective state on adherence, dosage and intensity (for example, the expectation of external rewards, or the pressure to maintain a strict treatment schedule). As such, more direct objective measures are also warranted [
20]. Examples include electroencephalography, including use of event related potentials to evaluate attentional demand [
25], spectra analysis for indicators of engagement, or other measures such as galvanic skin response, heart rate variability or functional near-infrared spectroscopy [
90]. The use of such objective measures may elucidate the neurophysiological processes by which affective state influences motor learning [
25].
Perez-Marcos [
91] suggests that authors should distinguish between VR hardware and software to evaluate user experiences. Specifically, authors should be more specific about describing the components of their VR/AVG interventions to differentiate between systems, the games themselves, and the resulting user experience [
91]. Results of our review indicate that game mechanics such as rewards, feedback, challenge, choice/interactivity, clear goals, and socialization [
14] were frequently lauded for their influence on motivation, engagement and enjoyment. These game design features are different from the features of the VR system that is delivering the intervention, and can likely be delivered across different platforms. Interestingly, authors did not link these game design features to immersion or presence, indicating that these constructs are more aligned with the game context than with the viewing medium or interaction modality. Further unpacking the ‘active ingredients’ of VR/AVG interventions, and how they may be attached to game characteristics as opposed to hardware components, is a key area for future research [
92,
93].
Results of the review illustrate the discrepancy between the frequency of construct description or actual measurement. One potential explanation is that these constructs are universally accepted as inherent to VR/AVG interventions, and as such, researchers are not compelled to measure them. No conclusions can be made about the potential impact of motivation, enjoyment, engagement, degree of immersion and level of presence on the motor improvements achieved in a VE. We recommend including these analyses in future work, where power analyses permit. Such calculations should be facilitated as the field continues to grow and study designs move beyond the feasibility and pilot study stage in which authors’ focus on demonstrating an effect or differentiating the intervention from traditional care.
Limitations
This scoping review had several limitations. We identified studies in which the apparent goal of VR/AVG interventions was motor skill improvement; however, the assumption of motor learning as an intervention goal was our own. We used summative content analysis to analyze article text, but did not record nor assign speculative or other intent to authors’ words. As such, and particularly since no inferential statistics were performed in the original articles to support identified relationships, we can assign no weight to relational links identified in this review. While our literature search included the three main rehabilitation-specific databases, literature may have been missed from other databases. In particular, we did not search the IEEE Xplore database, which may have led to more studies on immersion and presence, though perhaps not in a rehabilitation context. In keeping with scoping review conduct recommendations, we did not undertake a quality appraisal of the included studies.
The construct of ‘Flow’ was mentioned in relation to motivation, enjoyment, engagement, and immersion, e.g. by stating that
“flow experience results from a combination of intrinsic motivation and complete immersion in the intervention” [
57] and flow was often described as an indicator of engagement [
72,
94]. As such, the omission of flow as a construct relevant to affective state in VR/AVG interventions is a scoping review limitation. Finally, we did not differentiate our analyses between non-customized and customized rehabilitation-specific VR/AVG systems. Non-customized systems are less expensive and accessible, may be easier to use and are most frequently used in clinical practice [
5]. Differentiating between these types of VR/AVGs may have helped to elicit any potential differences in the constructs that may be due to potentially more impactful game design principles (such as more abundant audiovisual feedback, or more explicit competition) of commercially-available games as compared to rehabilitation-specific games.
Next steps for research
Results of this scoping review indicate the need for greater consensus on definitions and terminology. Given the lack of psychometrically-valid outcome measures, integrating greater use of objective measures is essential. Researchers should include hypotheses as to how these constructs influence motor learning. High quality mixed methods research designs may be useful when appropriately conducted using a rigorous framework for design and interpretation [
95], as a qualitative component can help to further elucidate what specifically participants found motivating or engaging, and can be used as a complement to explore the validity of self-report quantitative measures or objective measures. Finally, measuring sustainability and changes in these constructs over time can inform decision-making protocols for clinicians to better adjust VR/AVG intervention parameters to sustain motivation and engagement [
23].
Greater understanding of the impact of affective state on learning will inform the design of VR interventions that can better exploit attributes found to promote motivation and engagement. Researchers can conduct experiments in VR to inform directions for development of VR-based therapeutic tasks, but they could also provide knowledge to inform conventional rehabilitation by providing greater awareness of the potential importance of affective state for learning. In addition, because VR experimental paradigms can better isolate or manipulate a single task presentation factor over others as compared to experiments in physical environments, this can support understanding of which specific factors enhance motivation and engagement for different types (e.g. ages, interests, cognitive abilities) of users. This can also provide more evidence for why therapists could consider using VR over traditional interventions as well as provide information for how to design conventional interventions that take advantage of these same attributes.
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