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一项探索任天堂Wii Fit在多发性硬化症患者中可用性的定性研究。

A qualitative study exploring the usability of Nintendo Wii Fit among persons with multiple sclerosis.

作者信息

Plow Matthew, Finlayson Marcia

机构信息

Cleveland Clinic Lerner Research Institute, Department of Biomedical Engineering, Department of Physical Medicine and Rehabilitation, Cleveland, OH, USA.

出版信息

Occup Ther Int. 2014 Mar;21(1):21-32. doi: 10.1002/oti.1345. Epub 2013 Apr 24.

DOI:10.1002/oti.1345
PMID:23613154
Abstract

The purpose of this study was to examine the usability of Nintendo Wii Fit to promote physical activity in adults with multiple sclerosis. Qualitative interviews were conducted as part of a pilot study that examined the health outcomes of a 14-week Wii Fit home-exercise programme in 30 adults with multiple sclerosis. We found participants reported that Wii Fit helped build confidence in abilities, achieve goals related to engagement in leisure activities and remove barriers associated with going to a gym to exercise. However, Wii Fit induced initial reactions of intimidation and worries about falling, and feedback during game play reminded participants of their impairments. Wii Fit was limited in its customizability to accommodate different functional levels. Understanding how to improve the usability and customizability of commercially available exergaming technology could be of benefit to people with disabling conditions. Before conducting randomized controlled trials of commercially available exergaming technology in adults with disabling conditions, we recommend that strategies be identified to remove usability barriers so those with moderate impairments can be included in the trial. This will reduce the likelihood of ceiling effects and clinical irrelevance. In terms of clinical recommendations, rehabilitation professionals need to consider patients' functional level, surrounding environment and preferences when prescribing a Wii Fit-based exercise programme.

摘要

本研究的目的是检验任天堂Wii Fit在促进成年多发性硬化症患者身体活动方面的可用性。作为一项试点研究的一部分,我们进行了定性访谈,该试点研究考察了30名成年多发性硬化症患者参加为期14周的Wii Fit家庭锻炼计划后的健康结果。我们发现,参与者报告称,Wii Fit有助于增强对自身能力的信心,实现与参与休闲活动相关的目标,并消除与去健身房锻炼相关的障碍。然而,Wii Fit引发了最初的恐惧反应以及对摔倒的担忧,游戏过程中的反馈也让参与者想起了自己的身体损伤。Wii Fit在适应不同功能水平方面的可定制性有限。了解如何提高商用运动游戏技术的可用性和可定制性可能会使残疾人士受益。在对成年残疾人士进行商用运动游戏技术的随机对照试验之前,我们建议确定消除可用性障碍的策略,以便中度损伤者能够纳入试验。这将降低出现天花板效应和临床无关性的可能性。在临床建议方面,康复专业人员在制定基于Wii Fit的锻炼计划时,需要考虑患者的功能水平、周围环境和偏好。

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