Effects of A Virtual Reality Serious Game Training
Effects of A Virtual Reality Serious Game Training
SPECIALTY SECTION Xu Wang1,2 , Xiaomin Kou1 , Xiandong Meng1 and Jianying Yu1*
This article was submitted to
1
Schizophrenia, West China Hospital, Sichuan University, Chengdu, China, 2 West China School of Nursing, Sichuan
a section of the journal University, Chengdu, China
Frontiers in Psychiatry
at the mental health center of a tertiary general hospital. psychiatrist. To avoid possible objective bias, the psychiatrist
Clinical nurses referred potential participants to the study in was blinded to the participants’ allocation.
routine medical service. The researchers of this study screened
all referrals for eligibility. Eligible participants were adults
between the ages of 18 and 40, diagnosed with schizophrenia Procedures
by an experienced psychiatrist according to the International
Classification of Disease-10 (ICD-10), without a history of “Fruit Pioneer” was an active VR serious game adapted
head trauma or substance abuse or neurological diseases from popular fruit-cutting games. People diagnosed with
affecting cognitive function, and could understand and speak schizophrenia generally had impaired cognitive function,
Mandarin. This was the first time that many patients had reduced ability to deal with complex situations and reduced
used VR equipment. Therefore, any patient diagnosed with attention. Fruit Pioneer reduced the interference of external
schizophrenia who would like to enroll in the program sound and pictures by using a VR head-mounted display
underwent an experimental session. Exclusion criteria were and headphones. The software was developed using Unity3D
diagnosis of color blindness, feeling negative effects such as (version 2018.3.0f2, Unity Technologies) and ran on a personal
dizziness and fatigue after using VR equipment, failing to computer (HP PC, Intel Core i5-9400F processor, 16 GB DDR4
complete 20 training sessions, participating in other physical 3000 MHz memory, GTX 1660 6GB graphics card, 256 GB
therapy programs to improve cognitive function, or being solid state drive and 1 TB hard disk drive) and the HTC Vive
unable to sign informed consent. (HTC Corporation) VR head-mounted display. The game was
PASS 15.0 software was used to calculate the sample size. played from a first-person perspective, with a swinging panda,
The effect size was set at Cohen’s d = 0.8 based on previous a scoreboard and a circle of fruit-shooting spouts in the users’
studies (16, 24). The two-sided test efficacy was 0.05, and the field of vision (see Figure 1). Headphones of the VR googles
power was 0.80. Thus, the sample size was 50. In the case of a played joyful game sounds that changed with the content and
20%loss to follow-up, 64 participants were recruited according pace of the game. Users held a handle device in each hand,
to the inclusion and exclusion criteria. and the device was instantly connected to the VR googles when
pressed its bottom, which visually changed into two long knives
(see Figure 2). Users were given the task of cutting as many
Randomization and blinding fruits as possible while avoiding iron balls. Fruits may be shot
from any of the spouts. Therefore, users were expected to turn
Sixty-four random numbers were generated by a research around and search for fruits. The fruits were yellow bananas, red
assistant who did not participate in the recruitment and apples, and green watermelons that were common in daily life
intervention of the participants using an online random and varied in color, shape, and size. The smaller the fruit, the
number generator on a website. Each random number more points it would earn after successfully cutting it. Cutting
corresponded to a number from 1 to 64 without repetition, to the iron ball did not penalize points but created turbulence
forming a random number sequence, which was recorded that interfered with the next cut. Each level of the game was
and sealed in opaque envelopes. The even number was set 2 min long. Shooting speed, direction and numbers of fruits can
as the intervention group, and the singular number was be adjusted to the level of difficulty. The further the game went,
set as the control group. Participants were given numbered the more difficult it got. That is, the faster and more scattered the
envelopes in the order in which they were enrolled and
then randomly assigned to either the intervention group or
the control group.
The psychiatric nurse who organized and carried out
participants’ mental rehabilitation activities knew the allocation
of participants. Participants were informed of the activities
they might participate in, but they did not know whether
they were in the intervention group or the control group.
Researchers who collected demographic data and assessed the
outcome measures were blinded to allocation and had no access
to records of participants’ mental rehabilitation activities to
avoid unmasking. Since the VR serious game program was
used as an adjunctive intervention in this study, all participants
still followed the psychiatrist’s advice for medication during
the study. To minimize differences in medication regimens FIGURE 1
while not interfering with participants’ routine treatment, Users’ field of vision from virtual reality (VR) Google.
all participants were selected from patients with the same
FIGURE 3 Outcomes
The scoreboard displayed the participant’s score and ranking.
FIGURE 4
Flow diagram of the study.
TABLE 1 Comparison of demographic characteristics between the intervention group and the control group.
B-CATS presented good divergent validity, test-rest reliability P < 0.05 indicates that the difference is statistically significant.
and internal consistency (25). In addition, it can be easily Count data were described by frequency and composition ratio
administered by medical staff with proper training, suitable for and compared by the Fisher’s exact test. Measurement data
use in this study. with a normal distribution were described by the mean plus
or minus the standard deviation, and measurement data with
a non-normal distribution were described by the median and
Ethical consideration first quartile and third quartile. The Shapiro–Wilk test was
used for normality testing. An independent t test was used to
This study was ethically approved by the Biomedical compare the data with a normal distribution. If the data did
Ethics Committee of West China Hospital, Sichuan University not obey a normal distribution, the Mann–Whitney U test was
(reference: 2019-468). All methods were carried out in used for comparison. To ensure the robustness of the findings,
accordance with relevant guidelines and regulations.(e.g., independent t test was used for sensitivity analysis after log-
Helsinki declaration). The procedures and content of the study transformation of skewed outcomes. Analyzes were done by
were explained to all participants. Participants were informed complete case analysis.
that they could withdraw from the study at any time, and
it would not interfere with their medical services. Written
informed consent was obtained before any interventions. This
trial is registered with the Chinese Clinical Trial Registry, Results
number ChiCTR1900028041.
Comparison of demographic
characteristics
Data analysis
In this study, 64 participants were finally included and
EpiData3.0 software was used to input and manage randomly assigned to the intervention group (n = 31) and the
demographic data and neurocognitive function assessment data. control group (n = 33) (see Figure 4). No participants withdrew
SPSS 21.0 statistical analysis software was used for data analysis. midway or failed to complete 20 sessions of training. The
TABLE 2 Comparison of baseline cognitive function between the intervention group and the control group.
(M ± SD), (mean ± standard deviation); [M(Q1-Q3)], [median(first quartile, third quartile)]; DSST, digital symbol substitution test; TMTA, trail making test part A; TMTB, trail making
test part B; AF, animal fluency.
a Means that the difference was assessed by independent t test.
b Means that the difference was assessed by Mann–Whitney U test.
TABLE 3 Comparison of cognitive function between the intervention group and the control group after intervention.
(M ± SD), (mean ± standard deviation); [M(Q1-Q3)], [median(first quartile, third quartile)]; DSST, digital symbol substitution test; TMTA, trail making test part A; TMTB, trail making
test part B; AF, animal fluency.
a Means that the difference was assessed by independent t test.
b Means that the difference was assessed by Mann–Whitney U test.
average VR serious game training sessions in the intervention indicating that the two groups were comparable. At the same
group were 25.84 (standard deviation = 4.03). The demographic time, there were no significant differences in baseline B-CATS
data of the participants in the two groups were compared. results, suggesting that the two groups had the same degree
There was no significant difference in sex, age, length of of cognitive impairment prior to intervention. The results of
hospital stay, education background or marital status between this study showed that the intensive VR serious game training
the intervention group and the control group, as shown in program significantly improved participant’s working memory
Table 1. and executive function, but had little effect on social cognition.
People with schizophrenia have impaired working memory,
which means that their ability to temporarily store and process
Baseline cognitive function information is reduced (26). In this study, the DSST scores of
people diagnosed with schizophrenia in the intervention group
Before comparing the baseline cognitive function of the were significantly higher than those in the control group after
intervention group and the control group, the Shapiro–Wilk test intervention, indicating that intensive active VR serious game
was performed on B-CATS scores. The results showed that only training improved working memory in the intervention group.
the DSST scores obeyed a normal distribution (p = 0.836), while This was consistent with a previous study showing that serious
the TMTA (p < 0.001), TMTB (p < 0.001), and AF (p = 0.013) game training enhanced visuospatial working memory (27).
scores did not. Therefore, an independent t test was used to There are two strategies commonly used in the DSST. One way
compare the DSST, and the Mann–Whitney U test was used to is to look for the digit corresponding to each symbol in the
compare the TMTA, TMTB, and AF between the two groups. example during the whole test process. The other is to memorize
There were no significant differences between the two groups symbols and their corresponding digits first and then fill in the
in the baseline scores of the DSST, TMTA, TMTB, and AF. The corresponding digits of symbols in the blank space. Usually,
results are shown in Table 2. the latter strategy accomplishes more. This VR serious game
used the latter strategy as the training paradigm. Before the
game, participants were informed of scores of different fruits
Comparison of cognitive function after (symbols), with an emphasis on the goal of the game, namely,
intervention to get as many points as possible in a limited time. At the end of
each game, participants could compare their scores with scores
The results of the Shapiro–Wilk test showed that the DSST and rankings on the scoreboard created by other players. The
scores obeyed a normal distribution (p = 0.110), while the TMTA smaller the difference, the more correct the participant’s strategy
(p = 0.001), TMTB (p < 0.001), and AF (p < 0.001) scores did was. To obtain more scores, participants needed to quickly
not. Thus, an independent t test was used to compare the DSST, respond to the fruits with high scores and constantly optimize
and the Mann–Whitney U test was used to compare the TMTA, the strategy during the training sessions to achieve the training
TMTB, and AF between the two groups. The DSST scores of and improvement of working memory.
participants in the intervention group were significantly higher After intervention, the test time of TMTA and TMTB in
than those in the control group. Participants in the intervention the intervention group was significantly shorter than that in the
group completed TMTA and TMTB significantly faster than control group. TMT reflects executive function by evaluating
those in the control group. There was no significant difference visual search, cognitive flexibility and psychomotor speed (28).
in AF scores between the two groups. Details of scores were The results of this study indicated that VR serious game training
shown in Table 3. Distribution of outcomes after intervention improved the executive function of the intervention group,
were shown in Figure 5 and changes of B-CATS scores from which was consistent with previous studies. Rozental-Iluz et al.
baseline were shown in Figure 6. (29) found that interactive video game training increased motor
Scores of TMTA, TMTB, and AF were log-transformed and speed and cognitive flexibility in individuals with chronic
compared with independent t test to ensure the robustness of the stroke. Shimizu et al. (30) demonstrated that interactive sports
findings. Results were the same that was, the scores of TMTA serious game training was correlated with increased executive
and TMTB in the intervention group were significantly lower function performance in people diagnosed with schizophrenia.
than those of the control group, and there was no significant People diagnosed with schizophrenia showed executive function
difference in the AF scores between the two groups. Results were deficits manifested as difficulty in making and implementing
shown in Table 4. plans, solving problems, and completing target tasks (31). The
cutting of fruits in this study required participants to conduct
a visual search of the target fruit and then perform the cutting
Discussion by quickly identifying and integrating different properties of
the target. In addition, constant attempts to avoid iron balls
There was no significant difference in the demographic trained inhibition. The potential underlying rationale is that
data between the intervention group and the control group, repeated VR target cutting stimulates the central nervous
FIGURE 5
Scores on the four Brief Cognitive Assessment Tool for Schizophrenia (B-CATS) tests after intervention.
FIGURE 6
Scores on the four Brief Cognitive Assessment Tool for Schizophrenia (B-CATS) tests. (A) DSST, (B) TMTA, (C) TMTB, (D) AF.
TABLE 4 Sensitivity analysis using independent t test for log-transformed skewed outcomes.
(M ± SD), (mean ± standard deviation); DSST, digital symbol substitution test; TMTA, trail making test part A; TMTB, trail making test part B; AF, animal fluency.
system to generate new synaptic connections or repair existing standard psychiatric care can significantly improve working
connections, thus improving the executive function of patients, memory and executive function in people diagnosed with
according to the theory of neuroplasticity. schizophrenia. However, global cognition enhancement
There was no significant difference in AF scores between the requires more comprehensive serious game training strategies.
intervention group and the control group. AF measures verbal
fluency, which is closely related to social function (32). Grimes
et al. (33) found that verbal fluency was stable across multiple
Relevance for clinical practice
stages of schizophrenia even with antipsychotic medications and
suggested that it could be a neurocognitive endophenotype for
Intensive active virtual reality serious games with attention,
schizophrenia, partly self-explaining its stability. Even physical
memory and reaction speed as the main training targets
exercise, which was strongly advised for cognitive improvement,
can significantly improve neurocognition, including working
had only a marginally significant effect on verbal fluency
memory and executive function. However, such a training
(34). In contrast, psychosocial interventions, which encouraged
strategy had limited influence on social cognition. These
participants to socialize with others, improved verbal fluency
two aspects of cognitive function require different training
(35, 36). This probably explained the ineffectiveness of the active
strategies. Therefore, when mental health professionals try to
VR serious game training in this study. Unlike psychosocial
design a program to improve the global cognitive function
interventions, this training program barely involved any
of people diagnosed with schizophrenia, they need to identify
language training of participants. It was suggested that cognitive
the cognitive domains to be enhanced and then develop
training needed to be targeted, and each subdomain required
corresponding serious game training strategies.
different training strategies.
This trial has some limitations. First, participants and
researchers responsible for the interventions were not blinded.
There was a perceptible difference in the activities between the Data availability statement
intervention group and the control group. Although we set
the activities in different rooms to reduce the direct impact, The raw data supporting the conclusions of this article will
it was possible that the participants were subjectively affected. be made available by the authors, without undue reservation.
We blinded the researchers who evaluated the outcomes to
decrease subjective bias. Second, the active feature of the
VR serious game training (such as standing and turning Ethics statement
around during the training) could contribute to the positive
outcome of this study. However, indicators reflecting physical The studies involving human participants were
exercise were not monitored in this trial, so further studies reviewed and approved by Medical Ethics Committee
are needed. Third, the sample size of this study was calculated of West China Hospital, Sichuan University. The
and adequate for a randomized controlled trial, but the overall patients/participants provided their written informed consent
representation of cognitive function in people diagnosed with to participate in this study.
schizophrenia was limited.
Author contributions
Conclusion
XW, XM, and JY contributed to the conception and
The results of this study showed that providing intensive design of the study. XW and XK organized and implemented
active virtual reality serious game training in addition to the intervention. XW performed the statistical analysis and
wrote the first draft of the manuscript. XK, XM, and JY Conflict of interest
wrote sections of the manuscript. All authors contributed to
manuscript revision, read, and approved the submitted version. The authors declare that the research was conducted in the
absence of any commercial or financial relationships that could
be construed as a potential conflict of interest.
Funding
The reviewer CG and handling editor declared their
This research is funded by the Department of Science shared affiliation.
and Technology of Sichuan Province, China (Grant Number:
2018SZ0198).
Publisher’s note
Acknowledgments All claims expressed in this article are solely those of the
authors and do not necessarily represent those of their affiliated
All rights of the Fruit Pioneer are with the authors of this organizations, or those of the publisher, the editors and the
study. The authors would like to thank Professor Wei Deng for reviewers. Any product that may be evaluated in this article, or
helping to develop the virtual reality serious game software and claim that may be made by its manufacturer, is not guaranteed
insightful discussions on the mechanism of this program. or endorsed by the publisher.
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