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治疗师观点:在脑损伤患者的住院环境中使用 Wii 主动式电子游戏。

Therapist Perspectives: Wii Active Videogames Use in Inpatient Settings with People Who Have Had a Brain Injury.

机构信息

1 College of Computing and Digital Media, DePaul University , Chicago, Illinois.

2 Program in Occupational Therapy, Washington University School of Medicine , St. Louis, Missouri.

出版信息

Games Health J. 2014 Dec;3(6):366-70. doi: 10.1089/g4h.2013.0099. Epub 2014 Sep 26.

Abstract

OBJECTIVE

Brain injuries (BIs) are a major public health issue. Clinical experience and literature have identified that it is often challenging to motivate people who have had a BI to engage in repetitive exercises commonly prescribed for rehabilitation. As a result, some therapists include commercial active videogames (AVGs) in their therapy sessions to help make repetitive actions fun and engaging. In this project, we explored how the therapists used commercial AVGs to better understand the major barriers and enablers of use.

MATERIALS AND METHODS

We interviewed 17 therapists from two rehabilitation hospitals who work with people who have had a BI. After the interviews were transcribed, we identified salient themes.

RESULTS

At the time of the interviews, therapists were using only the Nintendo(®) (Kyoto, Japan) Wii™ console. Common therapeutic goals included balance and weight shifting. Several patient factors, such as cognitive and physical abilities, age, and previous gaming experience, were considered important considerations when deciding to use games. Therapists also indicated many desired changes to games, including better control/interface, better feedback, and the ability to adjust timing, challenge, and stimulation levels.

CONCLUSIONS

When considering therapy-centered game design, the needs of both therapists and patients should be considered. There is a necessary balance to consider in game design: They need to (a) be perceived as fun, (b) meet therapy goals, and (c) address therapists' needs (e.g., adjustability to address a range of patient abilities). Additionally, there is a need for a wide variety of available games to address novelty and personal preferences.

摘要

目的

脑损伤(BI)是一个主要的公共卫生问题。临床经验和文献已经确定,通常很难激励那些曾经患有 BI 的人参与康复中常见的重复运动。因此,一些治疗师在治疗过程中会加入商业性的主动视频游戏(AVG),以帮助使重复动作变得有趣和吸引人。在这个项目中,我们探讨了治疗师如何使用商业性的 AVG 来更好地了解使用的主要障碍和促进因素。

材料和方法

我们采访了来自两家康复医院的 17 名治疗师,他们与曾经患有 BI 的人一起工作。访谈转录后,我们确定了突出的主题。

结果

在进行访谈时,治疗师只使用了任天堂(京都,日本)的 Wii 控制台。常见的治疗目标包括平衡和体重转移。一些患者因素,如认知和身体能力、年龄和以前的游戏经验,在决定使用游戏时被认为是重要的考虑因素。治疗师还表示,希望对游戏进行许多更改,包括更好的控制/界面、更好的反馈以及调整时间、挑战和刺激水平的能力。

结论

在考虑以治疗为中心的游戏设计时,应考虑治疗师和患者的需求。在游戏设计中需要考虑到必要的平衡:它们需要(a)被认为是有趣的,(b)符合治疗目标,(c)满足治疗师的需求(例如,可调节性以满足一系列患者的能力)。此外,还需要有各种各样的可用游戏来满足新颖性和个人喜好。

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