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膝关节手术后患者对虚拟现实康复的看法:难度水平的重要性。

Patient perspectives on virtual reality-based rehabilitation after knee surgery: Importance of level of difficulty.

作者信息

Lee Minyoung, Suh Dongwon, Son Jaebum, Kim Jungjin, Eun Seon-Deok, Yoon BumChul

出版信息

J Rehabil Res Dev. 2016;53(2):239-52. doi: 10.1682/JRRD.2014.07.0164.

DOI:10.1682/JRRD.2014.07.0164
PMID:27149529
Abstract

This article explored the perspectives of 25 patients regarding virtual reality (VR)-based rehabilitation following knee surgery and identified the important factors that allowed patients to immerse themselves in rehabilitation. Qualitative analysis of data collected via open-ended questionnaire and quantitative analysis of data from physical assessments and surveys were conducted. In the open-ended questionnaire, the majority of participants mentioned level of difficulty as the most common reason for selecting both the most and the least immersive exercise programs. Quantitative analysis showed that participants experienced a high level of flow (3.9 +/- 0.3 out of 5.0) and a high rate of expectation of therapeutic effect (96%) and intention of exercise adherence (96%). Further, participants with more severe pain or physical dysfunction tended to have more positive experiences (e.g., Difficulty-Skill Balance, Clear Goals, and Transformation of Time), leading to high levels of flow during VR-based rehabilitation. In conclusion, VR-based games are potentially acceptable as a motivational rehabilitation tool for patients following knee surgery. However, to best meet patients' needs, it might be useful to equip a VR program with varied levels of difficulty, taking into account the severity of the individual's knee injury. Additionally, severe pain or physical dysfunction might act as an indication rather than a contraindication for VR-based rehabilitation.

摘要

本文探讨了25名患者对膝关节手术后基于虚拟现实(VR)康复的看法,并确定了使患者能够全身心投入康复的重要因素。对通过开放式问卷收集的数据进行了定性分析,并对身体评估和调查的数据进行了定量分析。在开放式问卷中,大多数参与者提到难度水平是选择最具沉浸感和最不具沉浸感的锻炼项目的最常见原因。定量分析表明,参与者体验到了高度的心流状态(5.0分制中得分为3.9±0.3),对治疗效果的期望率很高(96%),锻炼依从性的意愿也很高(96%)。此外,疼痛或身体功能障碍更严重的参与者往往有更积极的体验(如难度-技能平衡、明确的目标和时间的转变),从而在基于VR的康复过程中产生高度的心流状态。总之,基于VR的游戏作为膝关节手术后患者的一种激励性康复工具可能是可以接受的。然而,为了最好地满足患者的需求,考虑到个体膝关节损伤的严重程度,为VR程序配备不同难度水平可能会有所帮助。此外,严重的疼痛或身体功能障碍可能是基于VR康复的一个指标,而不是禁忌症。

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