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Updated: Jan 9, 2026

Usability Evaluation of Augmented Reality: A Neuro-Information-Systems Study
Published on: November 30, 2022
Usability analysis of the gaming adaptation, modification and experience (GAME) tool
1MGH Institute of Health Professions.
Objectives:
This study seeks to evaluate the usability of the Gaming Adaptation, Modification and Experience Tool (the GAME Tool), a survey that gathers information on individuals' gaming interests, current equipment use, challenges they encounter, and personal goals when participating in digital gaming.
Methods:
This study employed a phenomenological qualitative design to investigate the impressions of a convenience sample of rehabilitation and assistive technology providers who have used the GAME Tool. Volunteers were recruited from professional listservs and networks. Participants were included if they anticipated addressing digital gaming as an intervention, were able to participate in a 30-minute virtual training, were willing to use the GAME Tool with a client, and were able to complete a web survey.
Impact:
Nine participants enrolled and seven participants completed the feedback survey (77.8% response rate). Narrative responses were analysed and themes were identified. All 7 participants remarked positively about the brevity and structure of the tool, 5 participants remarked positively about collecting data on why the client is interested in gaming and 4 participants remarked positively about tracking client-centred goals. Constructive feedback was provided by individual respondents critiquing the gaming terminology used, the emphasis on client deficits, and noting the limited space available for written responses. Two respondents shared a negative impression of goal setting and tracking for measuring outcomes. This analysis suggests that the GAME Tool may be valuable for practitioners in understanding the meaning and purpose of digital gaming for the patients and clients they support.
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