Study on Adaptive Gaming

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Drew Redepenning

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Jul 11, 2020, 10:04:44 AM7/11/20
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Hello everyone!


Albany Medical College is performing a research study on the impact of participation in adaptive gaming on quality of life and social interaction. This research may promote the field of adaptive gaming and may increase it’s acceptance as an integral service within the rehabilitation field. We are looking for individuals who are 18 years of age or older and have at least 6 months or more of experience using adaptive gaming equipment. Participation is optional, and more information is presented in the attached flyer. We are asking those interested in participating to complete a brief 10-minute survey. If you choose to participate, click the link located at the bottom of the attached flyer and it will bring you directly to the survey. Please read carefully through the attached flyer and only take part in the survey if you meet all of the qualifications. If you have any questions related to this study, you can email Drew Redepenning at drewred...@gmail.com


Thanks!

Drew Redepenning

Adaptive gaming flyer.pdf

Sean

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Jul 24, 2020, 7:00:06 AM7/24/20
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Hi Fred
Thanks for the study heads up its quite quick and easy to do 5 mins tops.

Fred Davison - QuadStick

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Aug 20, 2022, 3:06:56 PM8/20/22
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The paper that used the survey was published a few months ago:


Abstract

In recent years, the field of adaptive video gaming has been growing rapidly. However, its acceptance as an integral service within the rehabilitation field has been slow to develop and no studies have examined the benefits of providing adaptive gaming services for individuals with disabilities. 110 participants with 6 months or more of adaptive gaming experience took part in a self-administered survey which comprised of questions assessing gaming habits, quality of life, and social relationships. Most participants either Agreed or Strongly Agreed that adaptive gaming has had a significant positive influence on their quality of life (90.9%), satisfaction with life (87.3%), and social relationships (67.2%). Two thirds of participants reported using their adaptive equipment for tasks other than gaming. Individuals who game more often, and with others, had significantly higher Social Relationship scores (p = 0.007; p = 0.044), and gaming frequency had a significant positive correlation with the overall influence of adaptive gaming (p = 0.002). There are possible quality of life and social benefits from participation in adaptive gaming, as well as translation to functional tasks. Furthermore, gaming more frequently, gaming with others, and using adaptive gaming equipment for other tasks seems to correlate with greater benefits from adaptive gaming.

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