Featuring materials and data from an usability study of a serious game designed for compensatory navigation training in patients with acquired brain injury. The study investigates the application of a game-based intervention for cognitive rehabilitation.
Use Cases
- Analyze usability metrics from the serious game to assess patient engagement and training effectiveness.
- Study the relationship between spatial navigation performance in the game and cognitive rehabilitation outcomes.
- Evaluate the design and implementation of the compensatory navigation training protocol for acquired brain injury.
Strengths
- Dataset is associated with a formal academic study on a specific cognitive rehabilitation intervention.
- Focuses on a specialized application of serious games for a clinical population (acquired brain injury patients).
Limitations
- The dataset's size, structure, and specific variables (rows, columns) are unknown.
- Data collection methodology and sample size are not detailed, limiting reproducibility assessment.
Provenance
- Source
- DataverseNL Harvested Dataverse
- Collection Method
- Data and materials underlying the published academic study.
- Time Range
- null
- Freshness
- null
- Geography
- null