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用于中风上肢康复的商业游戏设备:当前实践调查

Commercial gaming devices for stroke upper limb rehabilitation: a survey of current practice.

作者信息

Thomson Katie, Pollock Alex, Bugge Carol, Brady Marian C

机构信息

a Department of Nursing, Midwifery and Allied Health Professions Research Unit , Glasgow Caledonian University , Glasgow , UK and.

b School of Nursing, Midwifery and Health, University of Stirling , Stirling , UK.

出版信息

Disabil Rehabil Assist Technol. 2016 Aug;11(6):454-61. doi: 10.3109/17483107.2015.1005031. Epub 2015 Jan 30.

Abstract

PURPOSE

Stroke upper limb impairment is associated with disability in activities of daily living. Gaming (Nintendo Wii) is being introduced to rehabilitation despite limited evidence regarding effectiveness. Little data exists on how gaming is implemented resulting in a lack of clinical information. We aimed to gather therapists' opinions on gaming.

METHODS

A survey was posted to therapists, identified from stroke services across Scotland. A second survey was posted to non-responders. Survey data were analysed using descriptive statistics and thematic coding.

RESULTS

Surveys were sent to 127 therapists (70 stroke services) and returned by 88% (112/127). Gaming was used by 18% of therapists, 61% (68/112) stated they would use this intervention should equipment be available. The most commonly used device was Nintendo Wii (83% of therapists using gaming) for 30 min or less once or twice per week. Half of therapists (51%) reported observing at least one adverse event, such as fatigue, stiffness or pain. Gaming was reported to be enjoyable but therapists described barriers, which relate to time, space and cost.

CONCLUSIONS

Gaming is used by almost a fifth of therapists. Adverse events were reported by 51% of therapists; this should be considered when recommending use and dosage. Implications for Rehabilitation Commercial gaming devices are reported to be used by 1/5th of therapists for stroke upper limb rehabilitation, 3/5ths would use gaming if available. Adverse events were reported by 51% of therapists; this should be considered when recommending use and dosage. Current use of gaming in practice may not be achieving intense and repetitive upper limb task-specific practice.

摘要

目的

中风后上肢功能障碍与日常生活活动能力受限相关。尽管关于其有效性的证据有限,但游戏疗法(任天堂Wii)已被引入康复治疗中。关于游戏疗法如何实施的数据很少,导致缺乏临床信息。我们旨在收集治疗师对游戏疗法的看法。

方法

向从苏格兰各地中风服务机构中识别出的治疗师发放调查问卷。向未回复者发放第二份调查问卷。使用描述性统计和主题编码对调查数据进行分析。

结果

向127名治疗师(70个中风服务机构)发放了调查问卷,88%(112/127)的问卷得到了回复。18%的治疗师使用游戏疗法,61%(68/112)的治疗师表示如果有设备,他们会使用这种干预措施。最常用的设备是任天堂Wii(使用游戏疗法的治疗师中有83%使用该设备),每周使用一到两次,每次30分钟或更短时间。一半的治疗师(51%)报告观察到至少一种不良事件,如疲劳、僵硬或疼痛。据报道,游戏疗法很有趣,但治疗师们描述了与时间、空间和成本相关的障碍。

结论

近五分之一的治疗师使用游戏疗法。51%的治疗师报告了不良事件;在推荐使用和剂量时应考虑这一点。对康复的启示据报道,五分之一的治疗师使用商业游戏设备进行中风后上肢康复治疗,如果有设备,五分之三的治疗师会使用游戏疗法。51%的治疗师报告了不良事件;在推荐使用和剂量时应考虑这一点。目前在实践中使用游戏疗法可能无法实现针对上肢特定任务的高强度和重复性练习。

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