Browsing by Author "Ghellal, Sabiha"
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Item Open Access CIEMER in action : from development to application of a co-creative, interdisciplinary exergame design process in XR(2024) Retz, Celina; Klotzbier, Thomas J.; Ghellal, Sabiha; Schott, NadjaIntroduction: Motor-cognitive learning is crucial for achieving and maintaining wellbeing. Exergames can effectively facilitate this type of learning due to their inherent qualities of exertion and game-related disciplines. These qualities can create effectiveness, enjoyment, and meaning in the lives of individuals. To address these aspects equally, the design process for exergame interventions needs to be interdisciplinary from the beginning. Objective: This paper aims to (1) enhance an exergame design process model for interdisciplinary co-creation (CIEM) by an Extended Reflection part (CIEMER). Furthermore, it aims to (2) show a formal process for making the abstract model applicable. In doing so, (3) this paper will also derive methods for conducting the process in an academic seminar. Methods: The study employed the CIEMER to conduct a 2-month academic seminar with 20 students. The seminar consisted of a 3-day intensive workshop, a 6-week work phase, and a 1-week testing phase, creating four Extended Reality prototypes. We used a mixed methods approach to evaluate the model, including feedback interviews with external experts, internal surveys, and written reflections from student designers. Results: Four motor-cognitive learning prototypes in Extended Reality were created using the CIEMER. External expert evaluations highlighted the prototypes’ alignment with effective, enjoyable, and meaningful objectives and potential efficacy while noting shortcomings in discipline-specific theoretical application. Internal feedback from students, collected via surveys and reflections, consistently showed positive outcomes in interdisciplinary collaboration and learning, underscoring the importance of an integrated approach in achieving project goals. Conclusion: The formal process within CIEMER effectively yielded four promising prototypes, demonstrating its sufficiency. Students positively acknowledged the benefits of interdisciplinary collaboration, finding it supportive and competence-enhancing. Additionally, the Extended Reflections enabled rapid and targeted iterations, streamlining the reflection of the current state and Creation process.Item Open Access Digital interactive experience- and game-based fall interventions for community-dwelling healthy older adults : a cross-disciplinary systematic review(2025) Ciemer, Celina; Kröper, Lisa; Klotzbier, Thomas J.; Ghellal, Sabiha; Schott, NadjaIntroduction: Falls pose significant health risks to older adults, impacting their quality of life. Preventive strategies are crucial, as research shows that fall prevention interventions can effectively reduce fall risks. However, these interventions often suffer from low adherence and uptake. Digital, interactive interventions, incorporating experience-, and game-related aspects, offer a promising solution, making this topic inherently cross-disciplinary. Objective: This review aims to assess the current landscape of digital interactive experience and game-based fall interventions for community-dwelling, healthy older adults. It focuses on integrating Human Movement Science and User Experience & Game Design perspectives, emphasizing the cross-disciplinary nature of this research.
Methods: We employed a cross-disciplinary literature search framework, searching the databases ACM-DL, IEEE-Xplore, ScienceDirect, PubMed, Scopus, and Web of Science. The review focused on healthy community-dwelling older adults (50+), including those at risk of falling. Excluded were studies involving chronic diseases, non-age-related impairments, other age groups, or individuals receiving care. Only digital, interactive fall prevention interventions without commercial software were considered. Studies published between 2000–2024 were included. A qualitative thematic synthesis was conducted, focusing on four categories: Objectives (O), Design and Development (D), Types of Intervention (T), and Evaluation Methods (E).
Results: The search yielded 2,747 results, with 59 articles included in the final synthesis. Objectives were mainly driven by a combination of HMS and UXG rather than a single aspect. In Design and Development it was observed that concept-based design was scarce, with most being procedure-based. Descriptions of interventions frequently lacked specificity, particularly in-depth experience-related terminology and exercise descriptions. Evaluation methods were found to be more frequently informed by both HMS and UXG, although only four studies used a mixed-method approach to explore their interplay. Among included articles, most aspects incorporated both HMS and UXG across all four categories: O( n = 37), D( n = 37), T( n = 54), and E( n = 21).
Conclusion: The review underscores the importance of digital interactive experience- and game-based fall prevention interventions. It highlights the need for enhanced cross-disciplinary collaboration between HMS and UXG to address gaps, such as the lack of a shared thesaurus and standardized guidelines, which are vital for improving transparency, reproducibility, and the refinement of these interventions.Item Open Access Effectiveness, enjoyment, and meaningfulness of a virtual reality gait-based fall prevention exergame in community-dwelling healthy older adults : an interdisciplinary pilot study(2025) Ciemer, Celina; Schott, Nadja; Klotzbier, Thomas J.; Ghellal, SabihaIntroduction: Falls are a prevalent health concern among older adults, potentially resulting in substantial physical, psychological, and social ramifications. Interventions aimed at fall prevention require effectiveness, enjoyment, and meaningfulness (EEM). As gait impairments are a key factor in fall risk, integrating natural locomotion and cognitive skills through single- and dual-task training is essential. We developed EXploVR , a fully immersive virtual reality exergame that integrates natural gait and promotes EEM. This interdisciplinary pilot study examined the EEM of EXploVR in healthy, community-dwelling older adults.
Methods: Forty-six participants were assigned to an intervention or passive control group using a single-blinded, quasi-randomized design. Over three weeks, the intervention group completed two 60-min sessions weekly. Baseline, mid-, and post-assessments included single- and dual-task gait (instrumented normal and tandem walks, counting task), lower limb strength and transitional movement (instrumented Five Times Sit-to-Stand test, 5xSTS), and static postural control (instrumented sway tests). In-game performance (time-to-complete) was recorded. Enjoyment was assessed via the Flow Short Scale (FKS), Physical Activity Enjoyment Scale (PACES-S) and adaptations, and Exergame Enjoyment Questionnaire (EEQ). Meaningfulness was assessed via the Activities-specific Balance Confidence Scales (ABC-6, ABC-8) and custom questions on perceived safety, fear of falling, daily-life integration, emotional challenges, and perceived effectiveness for fall prevention.
Results: Data from 32 participants (16 intervention, age = 70.00 ± 3.33 years; 16 control, age = 68.38 ± 5.54 years) were analyzed. Significant improvements were found in walking gait speed ( p = 0.019) and tandem gait speed ( p = 0.032). Under dual-task conditions, only tandem gait speed improved significantly ( p = 0.022). 5xSTS showed a significant interaction for total duration ( p = 0.023), while postural sway demonstrated non-significant improvement trends. In-game station completion time improved significantly in 5 of 6 sets ( p < 0.05). Enjoyment remained high or increased, and meaningfulness was supported by positive trends in ABC-6 ( p = 0.094) and significant gains for ABC-8 ( p = 0.026). Custom questions further supported these findings.
Conclusion: This study suggests that EXploVR is effective and enjoyable while fostering meaningfulness. Further research with larger samples and extended interventions is needed to confirm long-term effects and daily-life transfer.Item Open Access Introducing CRIS : a unified framework for systematic literature searches across disciplines(2025) Ciemer, Celina; Klotzbier, Thomas J.; Ghellal, Sabiha; Schott, NadjaIntroduction: Cross-disciplinary research approaches have become more necessary in light of the increasing global and societal challenges. As different forms of collaboration emerge, cross-disciplinary systematic reviews that integrate these approaches are increasingly recognized as crucial. A key part of these reviews is conducting a valid and thorough literature search. To comprehend the state of knowledge, integrating diverse findings and ensuring that the literature search captures relevant studies from all viewpoints, including their combinations and collaborations, is important.
Objective: This article presents a framework for conducting cross-disciplinary literature searches that adhere to established best-practice guidelines and reporting standards. The framework seeks to include research across all forms of collaboration across disciplines, including multidisciplinary, interdisciplinary, and transdisciplinary. The objective is to enhance the sensitivity and robustness of literature searches in cross-disciplinary research contexts.
Methods: We developed a framework that integrates a pre-process into the search to support cross-disciplinary literature searches. Additionally, we derived a procedure from specific concepts, including the use of shared thesaurus, focus, and iterative approach, which are applied throughout the various stages of the process. To demonstrate the value of the cross-disciplinary literature search (CRIS) framework, we performed an example search that combines User Experience and Game Design with Human Movement Science. We conducted three literature searches and compared our framework with discipline-specific and an expert overlap perspectives.
Results: By applying our CRIS framework, we observed significant improvements in sensitivity and robustness compared to the other searches, illustrating the framework's effectiveness in cross-disciplinary research settings.
Conclusion: Through our example, which combines User Experience and Game Design with Human Movement Science, we show that our framework substantially enhances the quality of literature searches, underscoring its potential for advancing cross-disciplinary research.