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<article xmlns:xlink="http://www.w3.org/1999/xlink">
  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Game design and player experience evaluation in games for cochlear implant rehabilitation: A literature review⋆</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Per Anders Östblad</string-name>
          <email>per.anders.ostblad@his.se</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Henrik Engström</string-name>
          <email>henrik.engstrom@his.se</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Jenny Brusk</string-name>
          <email>jenny.brusk@scienceparkskovde.se</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Science Park Skövde</institution>
          ,
          <addr-line>Kanikegränd 3B, 541 34 Skövde</addr-line>
          ,
          <country country="SE">Sweden</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>University of Skövde</institution>
          ,
          <addr-line>Högskolevägen 1, 541 28 Skövde</addr-line>
          ,
          <country country="SE">Sweden</country>
        </aff>
      </contrib-group>
      <fpage>61</fpage>
      <lpage>78</lpage>
      <abstract>
        <p>A cochlear implant (CI) is an electronic device designed to assist individuals who are deaf or hard-ofhearing. It captures sound through a microphone and transmits it to electrodes, which directly stimulate the auditory nerve, bypassing the damaged areas of the ear. Although considered a very successful intervention, there is large variability in the outcomes of cochlear implantation. Patient- reported issues include difficulties hearing speech in noisy environments, disappointment in sound quality and difficulties appreciating music. A period of aural rehabilitation usually follows implantation, where patients see audiologists and speech language pathologists. There is evidence supporting the use of auditory training, actively practicing listening tasks, mainly focused on speech, at a clinic or at home. One such task, often suggested by audiologists and speech language pathologists is computer-based auditory training. There are a number of game-like computer programs and apps that are recommended to patients, most of which similarly focus on speech. In recent years there has been some research on serious games specifically aimed at CI-rehabilitation. This paper presents a literature review of studies using games for auditory training in CI-rehabilitation. The aim of this paper is to investigate how the reviewed studies relate to established game design knowledge, including how they evaluate player experience. The results reveal a gap, indicating that game design as a concept is rarely reported on, and the evaluation of player experience is seldom based on established instruments. While this study focuses on a specific and cohesive research community, it highlights the need for improved standards in the utilization and reporting of game design in such studies. We propose a set of guidelines for reporting on medical studies involving games.</p>
      </abstract>
      <kwd-group>
        <kwd>eol&gt;game design</kwd>
        <kwd>player experience</kwd>
        <kwd>rehabilitation</kwd>
        <kwd>cochlear implant 1</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>
        A cochlear implant (CI) is a small electronic device that is implanted in the cochlea of the ear. An
external microphone, placed near the ear, picks up sound and sends it to electrodes that stimulate
the cochlea to send signals directly to the hearing nerve, thus bypassing damaged parts of the ear
and restoring a sense of hearing to people who are deaf or hard-of- hearing [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ].
      </p>
      <p>
        CI is widely considered a successful intervention, with the majority of patients being satisfied
with their implants [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ]. However, there is large variability in the outcome of CI, an ongoing
research problem in the CI- research community [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]. Common problems for patients include
difficulty with listening in noisy environments and pitch and timbre discrimination [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ] [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ].
      </p>
      <p>
        After implantation, a period of rehabilitation usually follows to maximize the benefit of the CI
for patients [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ]. A recent survey indicated that a majority of CI practitioners in the U.S. recommend
auditory training (AT) as part of rehabilitation [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ]. AT can be described as purposefully listening to
sounds with intent to improve perceptual sound discrimination [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ]. One type of AT that is
commonly prescribed is computer-based AT [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ], which means computer programs or apps that lets
patients perform AT on their own [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ]. Benefits of using these types of tools, compared to in-clinic
training, includes that they are cost-effective, easily accessible, can be used at home and can be
customized to users’ needs [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ]. The aim of the majority of these tools, is speech understanding,
speech production training and listening-in-noise training [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ].
      </p>
      <p>
        Serious games are games that have some type of learning goal, rather than being pure
entertainment, and have been used for purposes such as vocational training, education, health and
rehabilitation [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ]. In order for the learning outcomes to be effective, player enjoyment and
engagement are important aspects to consider [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ].
      </p>
      <p>This paper presents a literature review of previous studies, that have designed and evaluated
digital games for AT, aimed at CI-rehabilitation. Of particular interest to this study, is to assess
how the reviewed articles relate to game design as well as evaluation of enjoyment. To the best of
our knowledge, no such review has been published to date.</p>
      <p>This review is part of larger research project where one part is to design and evaluate a digital
game for CI-rehabilitation. The field of CI-research is extensive and rehabilitation is an important
part that receives a lot of attention. For context, a recent search on Google Scholar for "cochlear
implant" rehabilitation, yielded 37,400 results. However, serious games are not widely used for
CIrehabilitation, but are emerging. The motivation for conducting this review is to gain insight into
how games are designed, used and evaluated in the CI- research community. Findings from this
review may also be of interest to other fields of research where serious games could be useful but
are not yet established.</p>
    </sec>
    <sec id="sec-2">
      <title>2. Background</title>
      <p>
        Training activities in AT are often based on a hierarchy of listening skills, stemming from the order
in which children learn to process sounds [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ] [13]. The steps are:
      </p>
      <sec id="sec-2-1">
        <title>1. sound detection – ability to be aware of sounds 2. sound discrimination – ability to differentiate between sounds 3. sound identification – ability to recognize sounds 4. sound comprehension – ability to understand meaning of sounds</title>
        <p>In the current review, these categories of listening skills provide a theoretical basis for analyzing
training tasks in the reviewed games.</p>
        <p>
          Effectiveness of self-administered rehabilitation training, such as computer-based AT, is affected
by patients’ motivation and dedication [14]. The ability of games to engage players and motivate
them to keep playing, has been utilized successfully in serious games for learning and
rehabilitation [
          <xref ref-type="bibr" rid="ref10">10</xref>
          ], [15], [16]. In a systematic review on success factors for serious games, Ravyse et
al. [
          <xref ref-type="bibr" rid="ref11">11</xref>
          ] concluded that learning aspects are secondary, and that players’ main motivation for
playing serious games is to have fun. Ravyse et al. (p. 411) further posit that “Serious games
producers must not impede this hunger for fun, but rather use it to stealthily engage the player
with the required learning material”. Clark et al. [15] conducted a systematic review and
metaanalysis on learning and digital games. They conclude that research needs to shift focus from
asking if games can support learning to “cognitive-consequences and value-added studies exploring
how theoretically driven design decisions influence situated learning outcomes for the broad
diversity of learners within and beyond our classrooms” [15, p.116].
        </p>
        <sec id="sec-2-1-1">
          <title>2.1. Game design</title>
          <p>Game design is about creating an interactive experience for one or several players. The game
design process involves determining the goal and objective of the game, the rules for pursuing the
goal and the actions available to the player.</p>
          <p>Game design as an academic field dates back to the beginning of the millennium when the first
academic conference on game studies, DiGRA (Digital Games Research Association), was initiated.
Since then, numerous industry handbooks as well as academic literature on game design practices
have been published. Some of the most influential works include Andrew Rollings and Ernest Adams
on game design [17], Game design workshop: a playcentric approach to creating innovative games by
Fullerton and Swain [18], The Art of Game Design: A book of lenses by Schell [19], Theory of Fun for
Game Design by Koster [20], Patterns in Game Design, by Björk and Holopainen [21], Rules of Play:
Game Design Fundamentals by Salen and Zimmerman [22] and the MDA framework proposed by
Hunicke et al. [23]. Another influential publication is Järvinen’s thesis Games without frontiers:
Theories and Methods for Game Studies and Design [24].</p>
          <p>Several of the publications named above could possibly have been used to conduct the game
analysis in the current review although many of them have strong focus on guiding the design of
games (e.g. [18], [23]), rather than analyzing them. In this paper, we based the game analysis on the
work of Järvinen, which offers clear definitions of game elements and a comprehensive library of
game mechanics suitable for this review. Additionally, Järvinen's method for identifying goals and
game mechanics provided a practical framework for our analysis.</p>
        </sec>
        <sec id="sec-2-1-2">
          <title>2.2. Game elements</title>
          <p>Game elements, according to Järvinen, are the building blocks that make up a game. He identifies
nine classes of game elements, divided into three categories, that interact to create the game
system. In Table 1, the three categories and their related game elements are listed.</p>
          <p>Systemic elements are the formal parts of the game system. Components are objects, that players
or the system can control or possess, for example, avatars, vehicles, weapons, points or money.
Environment is the space where the game takes place, like the board in a board game or the virtual,
two- or three-dimensional game world in a digital game.</p>
          <p>In behavioral elements, players are those who play the game and context is where, when and how
the game is played.</p>
          <p>Compound elements facilitate and govern the interaction between the systemic and behavioral
elements. Or in simpler terms, between the game system and the player.</p>
          <p>Information is data that is stored by the system, such as the value of a score component or
information the player needs to progress in the game, for instance, clues or time limits.</p>
          <p>Interface is the means by which the player can interact with the game, such as, a touch screen,
gamepad, keyboard or mouse.</p>
          <p>Theme is a game’s subject matter and can include things like setting, narrative, psychological
motivations etc. Theme can be embodied into other game elements, for instance, if a game has a
wild west theme, it will likely be reflected in the environment.</p>
          <p>Rule set is the collection of different rules in the game system that affords and constrains what
players can and cannot do in the game. Rules can, for instance, regulate boundaries of the game
environment, define how scores are awarded and regulate what game mechanics are available to
the player at a specific point in time. There are different types of rules and one important type to
the current review, is goal rules. According to Järvinen, explicit goals are what separate games from
non-games and are used to motivate players’ actions. In games, goals provide challenges, or as
Järvinen [24, p. 130] puts it “In effect, when we talk about the challenges in a given game, we are
talking about its goals”.</p>
          <p>Rewards and difficulty level are two features that are relevant to the current review, and that are
connected to rule set. Difficulty level in a game is governed by the rule set in the form of goals, and
the player’s ability to use game mechanics to achieve those goals. Rewards are handed out by the
game system if goals are achieved according to the rule set.</p>
          <p>Game mechanics are central to what a game is about and can define the gaming experience.
According to Järvinen [24], they are means for the player to pursue and achieve goals. They are
what the player is doing in the game. In Järvinen’s library of game mechanics [24], they are
described by verbs, such as, choosing, moving, shooting, jumping, etc.</p>
          <p>In the current review, we are concerned with two elements in particular: rule set and game
mechanics. Analyzing these two game elements and how they relate, provide insight into what the
player is supposed to do in the game and what actions players need to take to progress and succeed
in the game.</p>
        </sec>
        <sec id="sec-2-1-3">
          <title>2.3. Enjoyment in games</title>
          <p>
            Compared to non-game software that has utility as its main purpose, the main purpose of games is
to be enjoyable [24], [25]. This makes evaluation more complicated compared to strictly utilitarian
software [
            <xref ref-type="bibr" rid="ref10">10</xref>
            ]. Usability, accessibility and similar concepts are important factors to all software
applications (operated by humans), including games [26]. Poor usability may no doubt impact the
enjoyment of games, but simply because a game has high usability, does not mean it is enjoyable
[26].
          </p>
          <p>Over the past decades there have been numerous efforts to explain fun or enjoyment in games.
In the current article we will use the term enjoyment when addressing the experience of fun,
entertainment or similar terms. One often-used theory to understand enjoyment in games is flow,
defined by psychologist Csikszentmihalyi as a “…state in which people are so involved in an
activity that nothing else seems to matter; the experience itself is so enjoyable that people will do it
even at great cost, for the sheer sake of doing it” [27, p. 4]. The concept of flow has in turn led to
new efforts to explain, measure and design for enjoyment [28], [29]. Immersion [30], [31] is another
concept that has been used frequently as way of measuring players’ engagement, where enjoyment
is a factor. Jennet et al. [31, p. 643] states that “immersion is concerned with the specific,
psychological experience of engaging with a computer game”.</p>
          <p>To evaluate and measure enjoyment and other player experience factors in games, many
instruments have been developed and used by researchers and practitioners alike. Some examples
of often used instruments include the Immersive Experience Questionnaire (IEQ) [31], Player
Experience of Need Satisfaction (PENS) [32] and Game Experience Questionnaire (GEQ) [33]. In
addition, originally not an instrument for measuring player experience, the GameFlow model by
Sweetser and Wyeth [25] has been modified and used in many studies for those purposes [29].
Rewards, such as, points, badges, stars and achievements can have an impact on player enjoyment
[34]. A game’s level of difficulty can also impact enjoyment. If the game is too easy it can cause
boredom, and if it is too difficult it can cause frustration [35].</p>
        </sec>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>3. Research questions and method</title>
      <p>Games have been used for rehabilitation for a long time. The motivational aspects of games are
seen as a powerful tool. There is however a challenge in that there are clear gaps between research
areas [36] and that results from game design research is not always applied in the health area. The
field of CI is a focused research community, with conferences and journals dedicated to enhancing
the quality of life for patients. This makes it an interesting case for analyzing the extent to which
game design research has influenced medical research.</p>
      <p>The aim of this study is hence to assess how published studies relate to game design methods,
how they evaluate enjoyment and what game elements are present in the games. To examine these
topics, three research questions (RQ) are formulated:


</p>
      <p>RQ 1: What game elements are present in AT-games, presented in the reviewed studies?
RQ 2: What game design methods are used for developing AT-games, in the reviewed
studies?</p>
      <p>RQ 3: What methods for evaluation of player experience are used in the reviewed studies?
The questions are addressed through a literature review. A systematic search and selection process,
guided by the PRISMA statement [37], was employed to identify eligible articles. Due to the diverse
nature of the reviewed articles, the review is not systematic. Therefore, the PRISMA statement was
only consulted in the search and selection stages. In Table 2, searched databases, search string,
exclusion and inclusion criteria are presented. In Scopus, searches were limited to title, abstract and
keywords. For the other databases all fields were searched. No additional filters were applied. The
search string was adapted to suit the specific syntax of each database. All searches were performed
in October of 2024.</p>
      <p>A total of (n=207) records were identified from searches. ACM Digital library (n=129). IEEE
Explore (n=4), PubMed (n=21), Scopus (n=27), Web of Science (n=26). After removing duplicates
(n=24) a manual scan of abstracts was conducted by one researcher and (n=156) records were
removed due to exclusion criteria (see Figure 1). Out of the (n=27) records remaining, (n=12)
articles met the inclusion criteria and were included in the review. Efforts were made to identify
additional articles by searching for newer articles from authors and by reviewing the references in
the selected articles. No additional articles were identified through these steps.</p>
      <p>The review was conducted by one reviewer utilizing thematic analysis. For RQ 1, the reviewer
analyzed the games in the reviewed articles and assigned goals and game mechanics guided by the
methods used by Järvinen [24]. For RQ2 and RQ3, content coding and thematic analysis was made
using the Dedoose software.</p>
      <sec id="sec-3-1">
        <title>Article presents design and evaluation of a game The purpose of presented game is CIrehabilitation or auditory training</title>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>4. Results</title>
      <sec id="sec-4-1">
        <title>In Table 3 the reviewed articles are listed with paper ID’s and references.</title>
        <p>Ref.
[38]
[39]
[40]
[41]
[42]
[43]
[44]
[45]
S10
S11
S12</p>
      </sec>
      <sec id="sec-4-2">
        <title>Listen again: virtual reality based training for children with hearing impairments</title>
      </sec>
      <sec id="sec-4-3">
        <title>Development of the Musi-CI Training, A Musical Listening Training for Cochlear Implant Users: A Participatory Action Research Approach</title>
      </sec>
      <sec id="sec-4-4">
        <title>Involving Children and Teenagers With Bilateral Cochlear Implants in the Design of the BEARS (Both EARS) Virtual Reality Training Suite Improves Personalization</title>
        <p>
          MOGAT: mobile games with auditory training for
children with cochlear implants
[46]
[
          <xref ref-type="bibr" rid="ref13">47</xref>
          ]
[
          <xref ref-type="bibr" rid="ref14">48</xref>
          ]
[
          <xref ref-type="bibr" rid="ref15">49</xref>
          ]
        </p>
        <sec id="sec-4-4-1">
          <title>4.1. Game elements</title>
          <p>
            In Table 4, a mapping of the main goals and their connected game mechanics are presented. Most
of the goals are connected to listening tasks and correspond to the hierarchy of listening skills [
            <xref ref-type="bibr" rid="ref12">12</xref>
            ],
presented in section 2. When not applicable, a descriptive keyword of the goal was assigned by the
reviewer. When possible, Järvinen’s library of game mechanics was used to map the game
mechanics [24]. According to Järvinen, this library is not exhaustive, so when no matching
mechanic was found, the reviewer labeled the mechanic by analyzing the action and assigning the
verb that best describes the action.
          </p>
          <p>Goals or challenges in the reviewed articles mainly concern the training tasks of listening,
rather than the player’s ability to control the game or complete challenges not directly connected
to the training tasks. In most of the reviewed games, the gameplay is based around one action
connected to the listening exercise. For instance, the player listens for a specific sound and presses
a button as soon as they hear it (S1, S2, S3). The main goal in this instance is sound-detection and
the game mechanic is reacting. The main challenge comes from hearing the sound rather than
performing the game task of pressing a button as quickly as possible. Another example is when the
player sees a number of images and selects the one corresponding to the sound being played (S1,
S4). Here the main goal is sound-identification and the game mechanic is choosing. The challenge in
this case comes from identifying the sound, rather than from interacting with the game. This type
of gameplay of listening first, then interacting, is the most common type of gameplay in the
articles, but there are exceptions.</p>
          <p>Two studies (S2, S8) utilized the Endless/Infinite-runner genre as the foundation for their game
designs. This genre was selected due to several advantages: minimal required interactions, the
ability to procedurally generate levels (S8), that it is easy to learn and its widespread popularity
across many demographics (S2). In these cases, timing and the game mechanics maneuvering and
jumping are factors that provide added challenge, apart from the listening task.</p>
          <p>In S11, the player is tasked with localizing a sound in virtual reality, i.e. finding the sound in the
game world by listening to which direction it comes from. When the sound source is localized the
player shoots at the sound source. This affords the player the game mechanics exploring and aiming
&amp; shooting. Playing music on a virtual instrument, speaking or singing (verbalization) to repeat a
word or sequence were part of the gameplay in S4, S6, S10 and S12, which utilizes the game
mechanics expressing and sequencing. In S4, the main goal was listening to instructions or
soundcomprehension, to then perform the described actions. In terms of game mechanics,
followinginstruction is how to best describe it with the information that was provided in the article.</p>
          <p>Progressive difficulty levels are used in a number of the games to keep the level of challenge
appropriate for the player (S1, S2, S7, S9). This technique is proposed to keep the player engaged
for long periods of time. In S7, difficulty is applied adaptively based on the player’s performance.
Difficulty levels in most of the games are connected to the training tasks rather than the game
mechanics. In S7 for instance, a game aimed at training speech-in-noise intelligibility, difficulty was
adjusted by changing the ratio between the sound to be identified and the background noise. A
similar technique of adding background noise to increase difficulty was used in S2.</p>
          <p>Rewards are used in certain studies to give players encouraging feedback on their performance
and incentive to keep playing. Achievements in the form of tokens, stars or collectibles are used to
reward players when they complete a challenge or perform a task well (S2, S6, S9). Game scores are
presented to players when they complete a task in S8, and in S12 the scores are saved to leader
boards, where players can compare themselves to others. In S2, the player can receive power-ups,
new or better abilities, meant to increase engagement.</p>
          <p>Additional game features that are used to increase player engagement includes avatars, used in
S5 and S6, and an overarching narrative in S6.</p>
        </sec>
        <sec id="sec-4-4-2">
          <title>4.2. Game design methods</title>
          <p>
            Mostly, the design methods that are described in the articles are not specific to games, but rather
methods used in software development in general. These include participatory design or
participatory action research and iterative development. The term "game design" was seldom
mentioned, which is noteworthy, and references to the application of established methods from
game design research and practice were similarly limited. One exception is S6, where the authors
consulted Oxland [
            <xref ref-type="bibr" rid="ref16">50</xref>
            ] and Schell [19] for designing the game.
          </p>
          <p>Participatory design means involving all stakeholders, such as patients, parents, therapists,
technicians, teachers and developers, in the design process, to ensure that the game is enjoyable
and suitable to the target audience (S2, S9, S10, S11, S12). A few studies highlight the importance of
employing interdisciplinary teams in development (S5, S10, S12).</p>
          <p>Participatory action research was employed in (S2, S10, S11). In S2, the author discusses
tailoring design for the target population and states (p. 264) “To accomplish the goals of this design,
the five steps of the participatory action research were used; these include observation, reflection,
action, evaluation, and modification…”. Similarly, in S10 (p. 3), the authors reason that “By
developing the Musi-CI training with CI users, it more accurately reflects their needs, wishes, skills,
and individual musical experiences…”.</p>
          <p>Four articles specified that they employed an iterative approach to development and testing (S1,
S10, S11, S12). In S11, for instance, the authors describe how early prototype testing of their virtual
reality game, led to changes regarding difficulty and rewards. Furthermore, they implemented an
option for using iPad based on feedback about the virtual reality headsets not being favorable by
certain testers. Although not explicitly stated, iterative development was evident in several
additional articles (S2, S4, S5, S6, S8). S2, for example, describes iterative testing of two game
prototypes and states (p. 265) “Following each session, players’ feedback and reflection on their
gameplay experience was collected to make further modifications to the games based on the users’
perspective”.</p>
        </sec>
        <sec id="sec-4-4-3">
          <title>4.3. Evaluation</title>
          <p>The focus of this part of the review is to investigate how games for CI-rehabilitation evaluates
player experience. Evaluation of the games’ usability, usefulness or benefits towards the training
tasks are outside the scope of this paper. After analyzing all articles according to RQ3, five articles
were found to have done preliminary testing rather than conducting final evaluations of their
games (S4, S5, S8, S10, S11). Therefore, those articles were excluded from this part of the review
and this section only presents results from the remaining seven articles.</p>
          <p>Enjoyment was evaluated in some way in all of the reviewed articles. Motivation (S1, S2, S12),
engagement (S6) and attractiveness and uniqueness (S2) were also evaluated in certain studies.</p>
          <p>The preferred method of data collection was questionnaires (S1, S2, S3, S6, S9, S12), but
interviews (S2, S6, S7) and observations (S6) were also used in certain studies. Data logging was
used in several studies (S1, S7, S9, S12), to record players’ performance and usage which provided
data on usability factors.</p>
          <p>
            Apart from S1 and S6, no articles specified using established instruments for evaluating player
experience. Enjoyment was measured by asking questions, such as, “did you enjoy the game?”,
“was the game fun to play?” and similar. In S1, existing usability instruments were consulted to
prepare questionnaires [
            <xref ref-type="bibr" rid="ref17">51</xref>
            ], [
            <xref ref-type="bibr" rid="ref18">52</xref>
            ], [
            <xref ref-type="bibr" rid="ref19">53</xref>
            ]. S6 based their measurements of enjoyment and engagement
on the works of Mekler et al. [
            <xref ref-type="bibr" rid="ref20">54</xref>
            ] and Hartson and Pyla [
            <xref ref-type="bibr" rid="ref21">55</xref>
            ]. S6 also used a modified version of
the Usefulness, Satisfaction, and Ease of Use questionnaire and methods for summative evaluation for
assessing user experience, both drawn from [
            <xref ref-type="bibr" rid="ref21">55</xref>
            ]. Moreover, S6 stands out as the only article that
provides a definition for enjoyment in games. They conclude “We have gained evidence on how a
serious game in therapy can be entertaining, stimulating enjoyment and engagement and
consequently favoring long-term game flow” (S6, p. 4).
          </p>
        </sec>
        <sec id="sec-4-4-4">
          <title>4.4. Additional findings</title>
          <p>An additional finding, that is not within the scope of any RQ, is worth mentioning. In eight out of
the twelve reviewed articles, the concept of therapist control was identified. Therapist in this context
is defined as the professional – such as an audiologist, speech-language-pathologist, music
therapist, teacher or similar – in charge of the training the game is designed for. We define
therapist control as when the game affords the therapist the ability to supervise or record the
patient’s performance, or to modify the game to suit the patient’s needs. In eight articles the ability
for a therapist to record and monitor the performance of the patient was suggested or implemented
(S1, S3, S4, S5, S6, S8, S10, S12). In three of those articles the therapist could use that data to
prescribe or recommend further training exercises based on individual performance (S1, S6, S12).
Two other articles included a way for a therapist to impact the game directly by adjusting difficulty
settings for the player (S3, S4). Yet another two articles took it even further and let the therapist
manipulate the game design by generating individualized mini-games (S5, S8). This approach raises
questions about whether the therapist's expertise in game design impacts the effectiveness of the
games.</p>
        </sec>
      </sec>
    </sec>
    <sec id="sec-5">
      <title>5. Discussion</title>
      <p>The most explicitly stated reasons for using digital games, among the reviewed articles, was that
games can be engaging and help with patient motivation (S2, S5, S6, S7, S8, S10, S11), and that they
are fun and enjoyable (S2, S5, S8, S12). Considering that those are the rationales for using games in
this context, it is noteworthy that so few articles reference game design methods or established
instruments to measure player experience.</p>
      <p>
        It is important to note that that this review does not consider whether the reviewed games were
successful in achieving their respective training goals, nor does it consider whether players found
the games enjoyable or not. As previously mentioned, most of the studies measured enjoyment by
asking questions, such as, “did you enjoy the game?”, “was the game fun to play?” and similar.
Regardless of the outcome, by relying on such questions without rigorously investigating what is
enjoyable about a game and why the player wants to keep playing, designers run the risk of not
achieving long-term engagement, crucial to rehabilitation training [14]. Positive feedback from
players when presenting a new game may be attributed to the novelty effect [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ]. To promote
longterm engagement, replay value and variation should be considered.
      </p>
      <sec id="sec-5-1">
        <title>5.1. Games for rehabilitation</title>
        <p>There are a few characteristics of using games for CI-rehabilitation that warrants attention. Firstly,
the involvement of a therapist has implications for the player experience. As reported in section
4.4, several of the reviewed articles proposed or implemented ways for a therapist to monitor or
even manipulate the game for their patients. Compared to “normal” gaming situations, where
people play for their own enjoyment, having someone monitoring and assessing your performance
in the game, could affect the level of enjoyment the game brings. Similarly, whether the game is
played on the patients’ own terms or if it is forced on them as a mandatory exercise, can also affect
patients’ motivation to play. This would be an interesting avenue for future investigation.</p>
        <p>Secondly, compared to non-game CI-rehabilitation or playing games for pure enjoyment, games
for CI-rehabilitation have two parallel skill-sets to consider – listening skills and skill at playing the
game. This dual progression scale is a complex issue, that likely is relevant to more areas of
gamebased rehabilitation. When playing a game aimed at CI-rehabilitation, patients’ listening skills will
hopefully improve, and their skill at playing the game will most likely improve by just playing.
Progression is an important part of keeping a game motivating over time. If the progression of the
game is strongly linked to players’ listening skills, rather than to their skill at playing the game,
designers run the risk of losing the patients’ interest if they do not increase their listening skills in
perfect time with the game’s overall progression.</p>
        <p>
          In the reviewed games, the main goals and challenges were strongly connected to the training
tasks, and difficulty levels and progression were based on the patients’ listening skills. This stands
in contrast to the recommendations by Ravyse et al. [
          <xref ref-type="bibr" rid="ref11">11</xref>
          ], mentioned in section 2, to stealthily
present learning materials to players.
        </p>
        <p>
          These concepts also resonate with a previous study we conducted, where serious games were
used for stroke-rehabilitation [
          <xref ref-type="bibr" rid="ref22">56</xref>
          ]. Patients played mini-games with a custom-made controller,
designed to stimulate movement that was useful to their rehabilitation. We found, based on
patients’ playtime and comments, that the games that were based around existing game concepts
were more popular than games based around movement exercises.We ask the question if games for
rehabilitation really should mimic traditional rehabilitation exercises? Or if it is more useful to
design games that are enjoyable regardless of rehabilitation, and find smart ways to implement
training as an additional layer. A well-designed game has the potential to captivate players and
make them keep coming back. Games may best serve as a light and fun, complementary tool for
quantitative training, rather than mimicking in-clinic qualitative training. For many applications it
may be sufficient that the game provides some form of useful training for the patient and that the
player keeps playing mainly because of the enjoyable experience.
        </p>
        <p>Designing an engaging and enjoyable game is no trivial task. We recommend that professional
game designers, or academics with expertise in game design and development are included in the
interdisciplinary teams when games like in the reviewed studies are developed, to ensure quality.</p>
      </sec>
      <sec id="sec-5-2">
        <title>5.2. Reporting on games in medical research</title>
        <p>
          The studies examined in this review are published in journals and conferences that span several
different areas with different main focuses. Approximately half of the studies are published in
forums that have a clear medical focus while the other half is in forums with a focus on virtual
reality and games. This division is not surprising since game research is conducted in many fields
where the degree of overlap varies greatly. Through a network analysis of game research, Martin
[36] identifies a clear division between the communities Education/Culture and Medical. Within the
former, separate subgroups are identified as player experience and game form, culture, education and
serious applications. Within Medical, the subgroup rehabilitation is found. Studies in game-based
rehabilitation need to relate to this fragmentation that exists in game research. There is a structural
distance between the areas that cannot be easily bridged. It is not enough to simply declare an
interdisciplinary approach, which Deterding [
          <xref ref-type="bibr" rid="ref23">57</xref>
          ] clearly highlights in his reflection on the area of
game studies. The realities of academia mean that researchers are often forced to orient themselves
towards specific disciplinary traditions. There are, not least in medical research, structural
obstacles to including results and methods that are not relevant to the tradition of this discipline.
Page or word limits can make it impossible to include rich descriptions of parts that lie beyond the
main focus of the discipline. It is not realistic that medically oriented studies of game-based
rehabilitation will include complete descriptions of game design and development processes.
However, it is possible to develop better guidelines and principles for how fundamental insights
from game design and game user research should be acknowledged and reported even in medically
focused publications.
        </p>
        <p>
          In medical research, there are currently standards for how different types of studies should be
reported. The EQUATOR Network [
          <xref ref-type="bibr" rid="ref24">58</xref>
          ], has a library of reporting guidelines for different types of
medical studies. Currently, there is only one standard, GAMING, that concerns game-based
intervention [
          <xref ref-type="bibr" rid="ref25">59</xref>
          ]. This standard focuses on the distinction between serious games and gamification
and is based on studies published in the Journal of Medical Internet Research and ten sister
publications. In other words, the study has a narrow focus on a single community, which previous
studies [36], [
          <xref ref-type="bibr" rid="ref23">57</xref>
          ] clearly show does not provide a comprehensive picture of the gaming field. The
description of GAMING reveals a reductionist view of games and that the challenge is mainly
about providing a reliable description of the type of game or game element being studied. This
approach is very rarely found among game designers and in game development. We see a need for
expanded reporting guidelines for studies of game-based interventions in medical research. If a
study expresses intentions towards harnessing the motivational potential of games, then
fundamental principles of games and game development cannot be ignored. These are some
examples of such principles:
        </p>
        <p>
          The motivational aspects of games mainly come from the experience they provide. Different
games provide different types of experiences and it is misleading to reduce them to "fun" or
"entertainment" [
          <xref ref-type="bibr" rid="ref26">60</xref>
          ].
        </p>
        <p>Games are interactive and must normally be played to be experienced and understood. Players'
experiences can differ depending on the way they play the game [23].</p>
        <p>
          Different players have different preferences and tastes for what type of game experience they
appreciate. This has, for example, given rise to a number of different frameworks for player types
(e.g. [
          <xref ref-type="bibr" rid="ref27">61</xref>
          ]).
        </p>
        <p>Digital games have some unique characteristics but they share fundamental characteristics with
analog games [22].</p>
        <p>
          Game design and development is a complex iterative process that typically involves several
different specialist skills that all have an effect on the quality of the game. Prototypes are developed
and tested to achieve the desired player experience [
          <xref ref-type="bibr" rid="ref28">62</xref>
          ].
        </p>
        <p>
          Expertise in a game development craft (e.g. 3D modeling, animation, sound design, game
writing, and programming) takes a long time to develop [
          <xref ref-type="bibr" rid="ref28">62</xref>
          ]. This should be acknowledged in the
same way as in other creative and professional businesses. It is for example apparent that the
quality of a violin concerto will suffer if the soloist has only one year of violin playing experience.
In the same way, if the art assets used in a game is created by a person with very little training or
experience of making game art, this will most likely influence the game experience compared to
when professional artists produce the assets.
        </p>
        <p>
          Assumptions should not be made that gaming interest or gaming habits can be easily derived
from factors such as age, gender or other common denominators (e.g. hearing loss). For example,
there are large variations between children in how used they are to navigating in 3D [
          <xref ref-type="bibr" rid="ref29">63</xref>
          ] and even
among the elderly there are different gaming preferences [64]. It is hard, if not impossible, to create
a game that all members of a certain group (e.g. patients with a certain injury) will enjoy playing.
        </p>
        <p>The experience of a game changes over time and there is a difference between studying the
initial experience of players compared to the extended experience that develops over time [26].</p>
        <p>Games do not continue to provide an interesting experience forever, it is to be expected that
players eventually lose interest in a game [20].</p>
        <p>Game developers put a lot of focus on maintaining the interest of players [65]. This means, for
example, that they monitor gameplay and provide players with new content and updates. Many
games have organic properties that are influenced by player behavior.</p>
        <p>The social dimension of gaming cannot be ignored and can be of great importance in achieving
long-term engagement in a game [66].</p>
      </sec>
      <sec id="sec-5-3">
        <title>5.3. Proposition for reporting guidelines</title>
        <p>
          Based on the principles in the previous section, guidelines for reporting medical studies involving
games could be developed. In Table 5, examples of elements to be included in such guidelines, in
addition to the aspects included in GAMING [
          <xref ref-type="bibr" rid="ref25">59</xref>
          ], are presented.
        </p>
        <sec id="sec-5-3-1">
          <title>A clear statement of platform; genre; and type of experience the game aims at; expected play time for which the game was designed.</title>
        </sec>
        <sec id="sec-5-3-2">
          <title>References to well-known games that the studied game is inspired by or has similarities to. Very few games have completely novel characteristics and</title>
          <p>positioning the game in relation to available games facilitates clarity.</p>
        </sec>
        <sec id="sec-5-3-3">
          <title>Intended target group in terms of gaming habits, gaming interest and focus.</title>
        </sec>
        <sec id="sec-5-3-4">
          <title>A description of the development process (time; budget; number of game developers involved and their expertise; approach taken).</title>
        </sec>
        <sec id="sec-5-3-5">
          <title>Context and conditions for gaming sessions (e.g. voluntary or as part of an activity).</title>
        </sec>
        <sec id="sec-5-3-6">
          <title>Participants' playing time and how it is distributed over time.</title>
        </sec>
        <sec id="sec-5-3-7">
          <title>Instrument(s) used to study experience and on which occasions they were</title>
          <p>applied (repeated measurements etc.). These instruments should be
welldocumented and preferably standardized to enable comparisons between
studies. They should be informed by the work conducted in the game user</p>
          <p>research community.</p>
          <p>A link to persistent documentation of the game studied. Ideally, this should
include a digital version of the game itself and its source components. At a
minimum, a detailed description of it should be made available where game
mechanics are described using documented methods (e.g. [24], [67]) and where
the components (images, animation, sound) can be studied. A film recording of
a game session should be made available, as it can provide a quick and clear</p>
          <p>picture of the game situation.</p>
          <p>These proposed guidelines are probably most relevant for studies of serious games, but can also
be adapted for gamification studies. For publications in the medical community, these principles
could be followed without a significant expansion in word count of the report. For other game
communities, there may be greater freedom, but the basic principles are the same. For example, the
access to the game is an important principle that should be followed in line with the directives for
open scientific data. Of the articles reviewed in this study, only one (S6) included a link to the game
being studied. Unfortunately, the link no longer works, which underlines the need for persistent
storage.</p>
          <p>The suggestions made here are only examples of insight from game studies and game
production that are largely missing in the medical community's presentation of game-based
interventions. A more extensive effort is needed to bring together representation from game
studies, game user research and medical communities in order to produce a more definitive
reporting guideline for the EQUATOR network.</p>
        </sec>
      </sec>
      <sec id="sec-5-4">
        <title>5.4. Limitations &amp; future work</title>
        <p>The review reported on in this paper was conducted by one reviewer. It would have been
preferable if there were multiple reviewers, reducing the risk of bias.</p>
        <p>In future work we will design and evaluate a game for CI-rehabilitation, based on existing game
concepts with listening training as a secondary focus and enjoyment as the primary focus. We will
also continue to develop the proposed guidelines for reporting on medical studies involving games.</p>
      </sec>
    </sec>
    <sec id="sec-6">
      <title>6. Conclusions</title>
      <p>The aim of this paper has been to investigate how games for AT in CI-rehabilitation relate to
established game design knowledge, including how they evaluate player experience. The results
indicate that established game design methods and instruments for evaluating player experience
are under-utilized. It is conceivable that existing game design methods and evaluation instruments
were utilized to a greater extent than reported in the reviewed studies. If this is the case, we
advocate for more rigorous reporting on these topics to promote the exchange of game design
knowledge and theories, bridging the gap [36] between research communities.</p>
      <p>As a step in this direction, we proposed a set of guidelines for reporting on medical studies
involving games.</p>
    </sec>
    <sec id="sec-7">
      <title>Acknowledgements</title>
      <p>This project receives funding from the Promobilia Foundation. The authors would like to thank
Cochlear Nordic AB for their valuable discussions and insights.
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