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商用互动视频游戏在烧伤康复中的应用:治疗潜力。

Commercially available interactive video games in burn rehabilitation: therapeutic potential.

机构信息

Shriners Hospital for Children, Northern California, Department of Occupational and Physical Therapy, 2425 Stockton Blvd. Sacramento, CA 95817, USA.

出版信息

Burns. 2012 Jun;38(4):493-500. doi: 10.1016/j.burns.2012.02.010. Epub 2012 Mar 3.

DOI:10.1016/j.burns.2012.02.010
PMID:22385641
Abstract

Commercially available interactive video games (IVG) like the Nintendo Wii™ (NW) and PlayStation™II Eye Toy (PE) are increasingly used in the rehabilitation of patients with burn. Such games have gained popularity in burn rehabilitation because they encourage range of motion (ROM) while distracting from pain. However, IVGs were not originally designed for rehabilitation purposes but rather for entertainment and may lack specificity for achieving rehabilitative goals. Objectively evaluating the specific demands of IVGs in relation to common burn therapy goals will determine their true therapeutic benefit and guide their use in burn rehabilitation. Upper extremity (UE) motion of 24 normal children was measured using 3D motion analysis during play with the two types of IVGs most commonly described for use after burn: NW and PE. Data was analyzed using t-tests and One-way Analysis of Variance. Active range of motion for shoulder flexion and abduction during play with both PE and NW was within functional range, thus supporting the idea that IVGs offer activities with therapeutic potential to improve ROM. PE resulted in higher demands and longer duration of UE motion than NW, and therefore may be the preferred tool when UE ROM or muscular endurance are the goals of rehabilitation. When choosing a suitable IVG for application in rehabilitation, the user's impairment together with the therapeutic attributes of the IVG should be considered to optimize outcome.

摘要

市售的交互式视频游戏(IVG),如任天堂 Wii™(NW)和 PlayStation™II EyeToy(PE),越来越多地用于烧伤患者的康复。这些游戏在烧伤康复中很受欢迎,因为它们在分散疼痛的同时鼓励运动范围(ROM)。然而,IVG 最初并不是为康复目的而设计的,而是为娱乐目的而设计的,可能缺乏实现康复目标的特异性。客观评估 IVG 与常见烧伤治疗目标相关的具体需求,将确定它们的真正治疗益处,并指导它们在烧伤康复中的应用。在使用两种最常用于烧伤后的 IVG(NW 和 PE)进行游戏时,使用 3D 运动分析测量了 24 名正常儿童的上肢(UE)运动。使用 t 检验和单因素方差分析对数据进行了分析。在玩 PE 和 NW 时,肩部屈曲和外展的主动 ROM 在功能范围内,因此支持 IVG 提供具有治疗潜力的活动以改善 ROM 的观点。PE 比 NW 要求更高,UE 运动持续时间更长,因此当 UE ROM 或肌肉耐力是康复目标时,PE 可能是首选工具。在选择适合康复应用的 IVG 时,应考虑使用者的损伤以及 IVG 的治疗属性,以优化结果。

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