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At NeuroReality we think it is important to be transparent.

If your question is not included in the FAQ list or you have other questions about Koji’s Quest that are not addressed below, please contact us at hello@neuro-reality.com. We are happy to help!

General questions

Who can benefit from playing Koji’s Quest?

Koji’s Quest is designed especially for those who can benefit from cognitive rehabilitation after an acquired brain injury such as stroke or severe concussion. Koji’s Quest can also be used by people of all ages who want to build their cognitive skills, stay mentally sharp and boost their brain health and emotional wellbeing with brain training! 

Since not every type of acquired brain injury is the same, please contact us directly if you want more information about how Koji’s Quest can benefit your specific prognosis.

What is cognitive rehabilitation and why is it necessary?

Cognitive rehabilitation is a therapeutic approach designed to remediate cognitive functioning or to compensate for cognitive deficits following acquired brain injury. The main goal is to address and improve specific cognitive skills, such as memory, executive function and attention to mention just a few. These skills are the key to carrying out the activities of daily life.

What is brain training and why is it necessary?

Brain training is the use of different types of exercises (e.g. computerized tasks or serious games) to improve or maintain cognitive functions. Traditionally cognitive training was conducted using paper and pencil exercises; more recently, these exercises have been computerized and now. Cognitive training tools are designed to allow for repetitive practice in order to train specific cognitive skills. Computerized brain training is an effective and safe method that stimulates mental activities to improve cognitive functioning after a brain injury, but it is also beneficial for maintaining a healthy brain and improving emotional well-being.

What is the difference between Koji’s Quest brain training and cognitive rehabilitation?

While brain training is developed for everyone, cognitive rehabilitation specifically focuses on patients with acquired brain injury. Koji’s Quest’s cognitive rehabilitation is designed to aid in the remediation of or compensation for cognitive deficits. When used with the guidance of a healthcare professional, patients receive personalized intensive therapy based on their specific cognitive impairments. On the other hand, Koji’s Quest is so easy to use that people can play the games that they want and when they like even without clinical supervision.

How does Koji’s Quest differ from other cognitive rehabilitation programs?

Koji’s Quest is designed as an adventure game in which you travel through various worlds to train different cognitive skills while having fun! You are accompanied by your virtual companion, a dog named Koji. Using Koji’s Quest, acquired brain injury patients can start training the cognitive functions that are necessary in their everyday life. By making the training gamified, easy-accessible, cost-effective and fun, we motivate patients to train again and again without it becoming a chore, but rather an activity they look forward to. Another special component of our software is that Koji’s Quest provides in-game psychoeducation to explain to the user how each skill is related to the different cognitive domains that will be trained by the games.

What cognitive skills does Koji’s Quest train?

Koji’s Quest allows people to train cognitive skills including selective and divided attention, long-term, short-term and working memory, visuospatial, calculation, and executive function which encompasses multi-tasking, prioritization and decision making. We are working to expand the cognitive domains. If you would like to keep updated on our latest developments, sign up for our newsletter.

What is Virtual Reality and why does Koji’s Quest use it?

Virtual Reality (VR) is the use of computer technology to create a fully immersive environment. Instead of viewing a screen in front of them, users are placed in an interactive three-dimensional world. We use VR for Koji’s Quest because research shows that using VR in combination with cognitive training is more beneficial for increased neural activation, enhanced attention, and increased motivation.

What neuropsychological paradigms/tests is each game based on and why are the games beneficial for activities of daily living?

  • The Crystal Calculation Forest is based on Serial 7s subtraction task (Manning, 1982), where people are asked to count backward from one hundred by sevens (i.e., 100, 93, 86, 79, etc.). Since people constantly use numbers in their daily lives, for example, for counting items, telling the time, calculating prices, paying our bills, counting money, cooking and solving simple equations, it is important to train calculation and numerical manipulation.

 

  • Nautilus Underwater Memory is based on the Corsi block-tapping test (Corsi, 1972); short-term memory: repeat a sequence) and on long-term memory paradigms (memorize objects and locations). There are different types of memory. Remembering what you just talked about on the phone is called short-term memory; remembering a telephone number before writing it down is called working memory and remembering the capital of your country is called long-term memory. 

 

  • The Galactic Diamond Belt trains selective attention, which allows an individual to attend to a specific object of interest while ignoring other irrelevant information. Galactic Diamond Belt is based on visual search tasks, including the D2 attention test (Oss, 2005; participants are asked to cross out all target letters that are placed between similar non-target letters during a specific time limit) and the Bells test (Gauthier, Dehaut, & Joanette, 1989; a visual search task that assesses visual neglect by asking the participant to cross out all bells which are placed between distractor items, all equally distributed over 7 columns). An example of selective attention is listening carefully to what someone is saying while ignoring all the other conversations going on in the room.

 

  • Alien Outpost trains divided attention and is based on the Useful Field Of View (UFOV) task. The useful field of view is the visual area over which information can be extracted at a brief glance without eye or head movements. First, participants are instructed to focus on the middle of the screen. Next, target objects are briefly presented in different places, and participants are then asked to detect, identify, and localize them, requiring them to spread attentional load. An example of divided attention is having to focus on the road ahead of you, whilst also noticing things besides you or in your peripheral
  • The Mayan Temple trains visuospatial skills and is based on the mental rotation task (Shepard, & Metzler, 1971; participants are asked to mentally rotate two and three-dimensional objects). In daily life, we need visuospatial skills to use a map to get from one place to another, to look at an object and pick it up correctly, in working with tools around the house, or to cross the road.

 

  • The Mystical Lake trains executive functions and is based on the Wisconsin card sorting test (Monchi, Petrides, Petre, Worsley & Dagher, 2001; Berg, 1948) and the mental set and shift test (Jersild, 1927). In both tests people need to shift attention back and forth between different tasks and understand what rule is being applied). In Koji’s Quest our executive functioning game trains flexibility by changing the rules each time the player begins, and introducing dual tasks which require quick shifting of attention and tapping into memory. Executive functioning is crucial in daily life for almost any task, as it is a combination of complex cognitive skills such as inhibition, deduction, multitasking and using metacognition whilst carrying out tasks.

Is Koji’s Quest good for motor rehabilitation?

Koji’s Quest is played with controllers. When you activate Interactive Mode, the games can be played with more motor interaction, allowing for motor activities that fit within motor rehabilitation procedures. People are able to use many types of hand and arm movements to perform goal-directed behaviour in the virtual world. This, in turn, stimulates upper limb motor function. Currently we do not have any lower limb activities integrated into Koji’s Quest, but we are looking into it.  

Is Koji’s Quest suitable for all ages?

While Koji’s Quest can be played by people of any age, it is important to remember that some VR headset manufacturers state that they are not suitable for children under the age of 13 years old.  Please check the recommendation for your type of headset. If you are not sure, just contact us at hello@neuro-reality.com. 

Where can I buy Koji’s Quest and how much does it cost?

At the moment you can reach out to us to receive a personal download key to try the beta version of Koji’s Quest. It is completely free. We expect to have our official launch later this year. Just subscribe on our homepage here and we will make sure to keep you up to date on the launch and other exciting developments too!

Clinical

How is VR training different from traditional cognitive rehabilitation therapy and what are the benefits of using VR?

Conventional rehabilitation after acquired brain injury is typically carried out using paper-and-pencil tasks, or focuses on compensatory strategies to overcome cognitive deficits. By adding gamification, interaction, and the immersive components of VR to rehabilitation, the engagement and motivation of patients towards their rehabilitation will increase. Virtual reality provides immediate visual, as well as auditory, feedback and allows for more intensive and repetitive training which is crucial for inducing neuroplasticity and achieving optimal health outcomes. With Koji’s Quest, treatment can be tailored to each individual patient’s needs and the difficulty level of each game automatically adjusts based on performance. All in all, VR is suited to use as adjuvant treatment to overcome some of the limitations of conventional therapy. Clinicians benefit from using Koji’s Quest because it provides the opportunity to easily monitor and evaluate the patient’s rehabilitation progress and interact with the patient in the clinician interface, whilst saving time for administrative work as patients can train by themselves after being instructed how to do the tasks. Additionally, less continual supervision is needed since Koji, the virtual companion, guides patients through the virtual world and helps reduce their anxiety.

Can Koji’s Quest help slow normal age-related mental decline?

As people age they typically experience age-related mental decline. Keeping the brain active helps to keep the brain fit and sharp, which has been shown to slow age-related cognitive decline (Rebok et al., 2014). Koji’s Quest can be used, along with other stimulating activities, games and puzzles, to keep the brain active through repetitive, goal-oriented training and mental activities. This not only helps stave off the effects of age-related mental decline, but it also has been shown to improve emotional well-being. However, staying physically fit, and having a good diet, are also important components in staving off age-related mental decline.

Does gamified training generalize to real life skills?

Gamified training provides an opportunity for training cognitive skills that are relevant to our daily lives. Training memory could help people more easily remember their grocery list; practicing math skills can help people tell time or count money. For this reason, we expect that training with Koji’s Quest will positively impact daily life activities in the real world that are crucial for an individual’s independence and autonomy. 

How many sessions are recommended for positive results and will these results last after the end of the treatment?

Previous research regarding VR-based cognitive training suggests that individuals should play three to five times per week, 30 to 45 minutes per session, for at least 6 weeks (Huang, 2020; Dahlin, Nyberg, Bäckman, & Neely, 2008). A study investigating the durability of cognitive training in older adults showed that a ten-session training (with 60- to 75-minute training sessions) followed by a 4-session booster training (one to three years after the initial training) resulted in improved cognitive abilities specific to the abilities trained (Willis et al., 2006). These results lasted for 5 years after the initial training session. This research also shows that cognitive training in older adults may result in less functional decline over time. All in all, we suggest that it is important to integrate cognitive training into your lifestyle after rehabilitation, even though training does not have to continue permanently as intensive as in the beginning.

Are the games neglect-friendly?

The six games currently included in Koji’s Quest are not adapted for individuals suffering from visual neglect. However, our selective attention training can be suitable for neglect, as it forces players to scan the scene. We are currently developing a game specifically designed for hemispatial neglect training. More information will follow soon.

Can I play VR games when I have binocular visual dysfunction?

Individuals with deficits in binocular vision are more likely to encounter dizziness or motion sickness due to a visual-vestibular mismatch between what they see in the virtual environment and what is happening in the real world. If you suffer from binocular visual dysfunction, using VR is not recommended. However, you should try it out shortly to see whether or not it causes discomfort.

I have acquired brain injury and have a hard time with mental arithmetic. Can I still improve this after several years?

It seems that by practicing frequently at exactly the right difficulty level, there is room for improvement even after longer periods of time. This isdue to the brain’s ability to rewire itself and create new neuronal connections, called neuroplasticity. However, we cannot guarantee improvement since every acquired brain injury is different. If you would like to know more, please contact us directly at hello@neuro-reality.com. We are happy to help provide any additional information possible.

Where can I get information on the scientific validity of Koji’s Quest?

At NeuroReality, we are constantly conducting research to validate the usage of Koji’s Quest. Additionally, we work with a number or research partners who are also helping to validate Koji’s Quest. As we finalize our studies, we will be happy to share them.  For more information about our ongoing research, please contact hello@neuro-reality.com. Furthermore, there is a large body of scientific literature that shows the promise of brain training and VR interventions for rehabilitation. For that, please visit our scientific literature page.

Technical

Can I customize my VR training?

Yes, Koji’s Quest is customizable for every individual’s unique needs. It is possible to customize the amount of time you play each game and you can also select the order of the games you play. During gameplay the difficulty level automatically adjusts based on your personal game performance. Besides this, you can choose audio settings, whether or not the tutorials are narrated, and which language you would like to train in.

Are there any side effects of playing in VR?

With some VR experiences, people may experience nausea, loss of spatial awareness, dizziness and disorientation, or trouble focusing. In order to prevent these side effects, we have designed Koji’s Quest so that it can be played seated, standing, without these side effects occurring. There is no need to move around too much, and the point of view from which you view the world, is stable and is based on your own positioning, which reduces the chance for these adverse effects. Additionally, when playing in VR it is always recommended to take a 10 to 15 minutes break every 30 to 45 minutes, to reduce any eye-strain

What if I'm not tech-savvy and have never played in VR before?

It is easy to get started even if you aren’t tech savvy! Just grab your goggles, download the game, and begin your training. For instructions on how to install, look at our website and check out the videos that we’ve created. Koji, your digital companion, will guide you on your quests and show you around the world, helping you get used to the new virtual environment. The tutorials are also written in easy to understand language to help ensure that you have a great playing experience. Typically, it takes only one playthrough of the games to understand what you have to do. It’s easy, just give it a try! 

Can I play in VR if I wear glasses?

Most people who wear glasses are able to use VR, but it really depends on the type of VR device being used and the size of your glasses. Please contact us through hello@neuro-reality.com for more information.

Which headsets are compatible with Koji’s Quest?

Koji’s Quest is currently compatible with a variety of VR headsets including Oculus Quest, Oculus Rift S, Oculus Rift, and HTC Vive Focus Plus.We are working on optimization for other VR goggles all the time. If your VR goggles are not listed here, just contact us through hello@neuro-reality.com. We will do our best to accommodate your requests. 

Do I need to have a VR headset and a powerful computer to be able to play Koji’s Quest?

Koji’s Quest is available for standalone (untethered) devices such as Oculus Quest and the HTC Vive Focus Plus. Neither of these VR headsets require a computer. 

 

If you have a tethered device, one that requires a computer, the minimum recommended PC specifications are: Windows 7 64 bit, Intel i5-4590 equivalent, NVIDIA GTX 970 or AMD R9 290, 8GB RAM, HDMI 1.3 and 3x USB 3.0 plus 1x USB 2.0.

In what languages is Koji’s Quest currently available?

At the moment, Koji’s Quest supports English and Dutch, but we are currently working on Spanish, German and Portuguese too! Do you need Koji’s Quest in another language, let us know through hello@neuro-reality.com and we can add it to our list.  

Are there any alternatives to playing Koji’s Quest in VR?

Koji’s Quest is also available on the computer, however this does not optimize the benefits of playing Koji’s Quest in an immersive VR environment, nor can you do the interactive modes. Additionally, research shows that playing in an immersive VR environment has the additional benefits of increased attention and focus, heightened motivation, and greater neural activation. Therefore, we advise you to play Koji’s Quest in VR!

Do I need a VR headset?

For the best experience we recommend playing Koji’s Quest in VR. It provides a lot of additional benefits. In fact, research shows that using VR in combination with cognitive training is more beneficial for increased neural activation, enhanced attention, and increased motivation. If, however, you don’t have a VR headset and you still want to try out Koji’s Quest, send us an e-mail at hello@neuro-reality.com to receive a download link to the desktop version of Koji’s Quest.

References

  • Berg, E.A. (1948). A simple objective technique for measuring flexibility in thinking The Journal of General Psychology, 39, pp. 15-22.
  • Corsi, P.M. (1972). Human memory and the medial temporal region of the brain. McGill University.
  • Dahlin, E., Nyberg, L., Bäckman, L., & Neely, A. S. (2008). Plasticity of executive functioning in young and older adults: immediate training gains, transfer, and long-term maintenance. Psychology and aging, 23(4), 720.
  • Gauthier, L., Dehaut, F., & Joanette, Y. (1989). The Bells Test: A Quantitative and Qualitative Test For Visual Neglect. International Journal or Clinical Neuropsychology, Xl(2).
  • Huang, K. T. (2020). Exergaming executive functions: An immersive virtual reality-based cognitive training for adults aged 50 and older. Cyberpsychology, Behavior, and Social Networking, 23(3), 143-149.
  • Jersild A.T. (1927). Mental set and shift. Archives of Psychology, 89, 5–82.
  • Manning, R.T. (1982). The Serial Sevens Tests. Archives of Internal Medicine, 142(6), 1192. doi: 10.1001/archinte.1982.00340190148022
  • Monchi, O., Petrides, M. Petre, V., Worsley, K., & Dagher, A. (2001). Wisconsin card sorting revisited: Distinct neural circuits participating in different stages of the task identified by event-related functional magnetic resonance imaging. The Journal of Neuroscience, 21(19), 7733-7741.
  • Rebok, G. W., Ball, K., Guey, L. T., Jones, R. N., Kim, H. Y., King, J. W., … & Willis, S. L. (2014). Tenyear effects of the advanced cognitive training for independent and vital elderly cognitive training trial on cognition and everyday functioning in older adults. Journal of the American Geriatrics Society, 62(1), 16-24.
  • Rhonda M. Ross (2005). The D2 Test of Attention: An Examination of Age, Gender, and Cross-cultural Indices. Argosy University.
  • Shepard, Roger N.; Metzler, Jacqueline (1971). Mental Rotation of Three-Dimensional Objects. Science, 171 (3972), 701–703.
  • Willis, S. L., Tennstedt, S. L., Marsiske, M., Ball, K., Elias, J., Koepke, K. M., … & Wright, E. (2006). Long-term effects of cognitive training on everyday functional outcomes in older adults. Jama, 296(23), 2805-2814.