Lewis Gwyn N, Woods Claire, Rosie Juliet A, McPherson Kathryn M
Health and Rehabilitation Research Institute, AUT University, Auckland, New Zealand.
Disabil Rehabil Assist Technol. 2011;6(5):453-63. doi: 10.3109/17483107.2011.574310. Epub 2011 Apr 17.
PURPOSE. The purpose of this study is to evaluate the feasibility and users' perspectives of a novel virtual reality (VR) game-based rehabilitation intervention for people with stroke. METHOD. Six people with upper limb hemiplegia participated in a 6-week intervention that involved VR games. A series of eight progressively complex games was developed that required participants to navigate a submarine in a virtual ocean environment. Movement of the submarine was directed by forces applied to an arm interface by the affected limb. Outcome measures included assessments of arm function, questionnaires evaluating the intervention and a semi-structured interview concerning the participants' opinion of the intervention. RESULTS. All participants improved their performance on the games, although there were limited changes in clinical measures of arm function. All participants reported that they enjoyed the intervention with a wide range of overall perceptions of the experience of using VR. Three themes emerging from the interview data were: stretching myself, purpose and expectations of the intervention and future improvements. CONCLUSIONS. Participants found that taking part in this pilot study was enjoyable and challenging. Participants' feedback suggested that the games may be motivating and engaging for future users and have provided a basis for further development of the intervention.
目的。本研究的目的是评估一种针对中风患者的基于虚拟现实(VR)游戏的新型康复干预措施的可行性及用户观点。方法。六名上肢偏瘫患者参与了一项为期6周的涉及VR游戏的干预。开发了一系列八个难度逐渐增加的游戏,要求参与者在虚拟海洋环境中操控一艘潜艇。潜艇的移动由患侧肢体施加在手臂接口上的力来控制。结果测量包括手臂功能评估、评价干预措施的问卷以及关于参与者对干预措施看法的半结构化访谈。结果。所有参与者在游戏中的表现均有提高,尽管手臂功能的临床测量变化有限。所有参与者均表示喜欢该干预措施,对使用VR的体验有广泛的总体感受。访谈数据中出现的三个主题是:挑战自我、干预措施的目的和期望以及未来改进。结论。参与者发现参与这项试点研究既有趣又具有挑战性。参与者的反馈表明,这些游戏可能会激励和吸引未来的用户,并为该干预措施的进一步发展提供了基础。