Levac Danielle, Espy Deborah, Fox Emily, Pradhan Sujata, Deutsch Judith E
D. Levac, PT, MSc, PhD, School of Rehabilitation Sciences, University of Ottawa, Ottawa, Canada.
D. Espy, PT, PhD, Health Sciences, Cleveland State University, Cleveland, Ohio.
Phys Ther. 2015 Mar;95(3):426-40. doi: 10.2522/ptj.20130618. Epub 2014 Sep 25.
Microsoft's Kinect for Xbox 360 virtual reality (VR) video games are promising rehabilitation options because they involve motivating, full-body movement practice. However, these games were designed for recreational use, which creates challenges for clinical implementation. Busy clinicians require decision-making support to inform game selection and implementation that address individual therapeutic goals. This article describes the development and preliminary evaluation of a knowledge translation (KT) resource to support clinical decision making about selection and use of Kinect games in physical therapy. The knowledge-to-action framework guided the development of the Kinecting With Clinicians (KWiC) resource. Five physical therapists with VR and video game expertise analyzed the Kinect Adventure games. A consensus-building method was used to arrive at categories to organize clinically relevant attributes guiding game selection and game play. The process and results of an exploratory usability evaluation of the KWiC resource by clinicians through interviews and focus groups at 4 clinical sites is described. Subsequent steps in the evaluation and KT process are proposed, including making the KWiC resource Web-based and evaluating the utility of the online resource in clinical practice.
微软为Xbox 360开发的虚拟现实(VR)视频游戏有望成为康复治疗的选择,因为它们能激发全身运动练习。然而,这些游戏是为娱乐用途设计的,这给临床应用带来了挑战。忙碌的临床医生需要决策支持,以便在选择和实施游戏时考虑个体治疗目标。本文介绍了一种知识转化(KT)资源的开发和初步评估,该资源用于支持物理治疗中关于选择和使用Kinect游戏的临床决策。知识到行动框架指导了“与临床医生一起使用Kinect”(KWiC)资源的开发。五位具有VR和视频游戏专业知识的物理治疗师分析了Kinect冒险游戏。采用共识建立方法得出分类,以组织指导游戏选择和游戏玩法的临床相关属性。描述了临床医生通过在4个临床地点进行的访谈和焦点小组对KWiC资源进行探索性可用性评估的过程和结果。提出了评估和KT过程的后续步骤,包括将KWiC资源网络化,并评估在线资源在临床实践中的效用。