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Brain & Heart VR for TBI memory and eye fixation recovery
not recently experienced a TBI, given the novelty of the objective of the game to the participant, emphasizing the
intervention and potential unknown side effects such as use of prospective memory to obtain the most matching
nausea. Exclusion criteria included: (i) Inability to provide pairs. They provided a brief overview of the gameplay,
consent for the study, (ii) severe vision impairment, which involved flipping two tiles at once to determine if
(iii) inability to hold and move a VR controller with one they matched. If the tiles did not match, the other person
hand, and (iv) neck or facial injury preventing the use of took a turn, whereas if a match was found, the person
a VR headset. would continue taking additional turns until encountering
Fourteen participants were recruited to participate a non-matching pair, at which point the turn rotated back
in the study (Table 1 and Figure 2). Eligible participants to the other player. Next, the technician shuffled the tiles
who provided consent (N = 11) were randomized into and spread them face down across the table, typically
intervention groups and delayed intervention groups. The arranging them into 4 – 5 rows of five or more tiles in each
intervention group (n = 6) participated in the memory VR row, depending on the number of tiles used.
scenario twice a week for 20 min each time for 6 weeks. When two tiles were flipped over, the participant
Meanwhile, the control group (n = 5) participated in a would verbally describe each tile in one word to aid in
memory card game for 20 min twice a week for 6 weeks,
followed by participation in the VR memory scenario remembering their positions. For example, if one tile
for the same duration and frequency. In addition, the six depicted a flashlight and the other a bear, the participant
participants in the intervention group participated in the would say “flashlight” and “bear” before flipping the tiles
eye-tracking scenario. However, not all participants piloted back over since they did not match. The game continued
this scenario, as it was developed later in the study. A few until all matches were found and paired up. Following a
participants experienced minor mobility and/or spasticity round, the technician offered the participant the option
challenges in their neck and hands, with one participant to increase the game’s difficulty by adding more tiles or
requiring the use of a wheelchair. One participant had a swapping them out for new ones. After receiving feedback
vision impairment that limited their use of peripheral vision. from the participant, the technician reshuffled the tiles and
continued with one to two additional rounds of matching,
2.5. Procedures: the delayed intervention groups based on the participant’s preference. Each session of the
The memory card game consisted of 48 outdoor-themed memory card game typically lasted between 20 and 30 min,
tiles, with each tile forming part of a matching pair, totaling depending on factors such as the number of tiles used per
23 pairs. The VR technician began by explaining the round and whether tiles were swapped out.
Table 1. Description of the sample (N=11)
Criteria Mean Range Frequency Percentage
Biological sex
Male 3 27.27
Female 8 72.73
Race
White 9 81.82
Latino 1 9.09
Black 1 9.09
Received rehabilitation
Yes 5 45.5
No 6 54.55
Age 46.18 29 – 61
Severity of TBI
Mild 9 81.81
Moderate 2 18.18
Total days experienced a loss of consciousness due to TBI 19.09 0 – 150
Years since TBI 21.05 2.5 – 61
Abbreviation: TBI: Traumatic brain injury.
Volume 2 Issue 2 (2024) 5 doi: 10.36922/bh.2685

