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使用适配控制器对身体残疾个体进行主动视频游戏评估:一项方案。

Assessment of Active Video Gaming Using Adapted Controllers by Individuals With Physical Disabilities: A Protocol.

作者信息

Malone Laurie A, Padalabalanarayanan Sangeetha, McCroskey Justin, Thirumalai Mohanraj

机构信息

University of Alabama at Birmingham/Lakeshore Foundation Research Collaborative, Birmingham, AL, United States.

出版信息

JMIR Res Protoc. 2017 Jun 16;6(6):e116. doi: 10.2196/resprot.7621.

Abstract

BACKGROUND

Individuals with disabilities are typically more sedentary and less fit compared to their peers without disabilities. Furthermore, engaging in physical activity can be extremely challenging due to physical impairments associated with disability and fewer opportunities to participate. One option for increasing physical activity is playing active video games (AVG), a category of video games that requires much more body movement for successful play than conventional push-button or joystick actions. However, many current AVGs are inaccessible or offer limited play options for individuals who are unable to stand, have balance issues, poor motor control, or cannot use their lower body to perform game activities. Making AVGs accessible to people with disabilities offers an innovative approach to overcoming various barriers to participation in physical activity.

OBJECTIVE

Our aim was to compare the effect of off-the-shelf and adapted game controllers on quality of game play, enjoyment, and energy expenditure during active video gaming in persons with physical disabilities, specifically those with mobility impairments (ie, unable to stand, balance issues, poor motor control, unable to use lower extremity for gameplay). The gaming controllers to be evaluated include off-the-shelf and adapted versions of the Wii Fit balance board and gaming mat.

METHODS

Participants (10-60 years old) came to the laboratory a total of three times. During the first visit, participants completed a functional assessment and became familiar with the equipment and games to be played. For the functional assessment, participants performed 18 functional movement tasks from the International Classification of Functioning, Disability, and Health. They also answered a series of questions from the Patient Reported Outcomes Measurement Information System and Quality of Life in Neurological Conditions measurement tools, to provide a personal perspective regarding their own functional ability. For Visit 2, metabolic data were collected during an initial 20-minute baseline, followed by 40 minutes of game play. The controller (balance board or gaming mat) played was randomly selected. A set of games was played for 10 minutes, followed by 5 minutes of rest, and then another set of games was played for 10 minutes, followed by rest. Quality of game play was observed and documented for each set. During rest, the participant completed questions regarding enjoyment. Following the same procedures, the participant then played the two sets of games using the other version (off-the-shelf or adapted) of the controller. The entire procedure was repeated during Visit 3 with the controller that was not played.

RESULTS

Enrollment began in February 2016 and ended in September 2016. Study results will be reported in late 2017.

CONCLUSIONS

We hypothesized that the adapted versions of the Wii Fit balance board and gaming mat would produce greater quality of game play, enjoyment, and energy expenditure in persons with mobility impairments compared to off-the-shelf versions.

TRIAL REGISTRATION

ClinicalTrials.gov NCT02994199; https://clinicaltrials.gov/ct2/show/NCT02994199 (Archived by WebCite at http://www.webcitation.org/6qpPszPJ7).

摘要

背景

与无残疾的同龄人相比,残疾个体通常久坐不动且身体状况较差。此外,由于与残疾相关的身体损伤以及参与机会较少,进行体育活动极具挑战性。增加体育活动的一种选择是玩主动式电子游戏(AVG),这是一类电子游戏,与传统的按钮或操纵杆操作相比,成功玩游戏需要更多的身体动作。然而,对于无法站立、有平衡问题、运动控制能力差或无法使用下半身进行游戏活动的个体而言,许多当前的AVG无法使用或提供的游戏选项有限。使AVG对残疾人可用为克服参与体育活动的各种障碍提供了一种创新方法。

目的

我们的目的是比较现成的和经过改装的游戏控制器对身体残疾者,特别是有行动障碍者(即无法站立、有平衡问题、运动控制能力差、无法使用下肢进行游戏)在玩主动式电子游戏期间的游戏质量、愉悦感和能量消耗的影响。要评估的游戏控制器包括现成的和经过改装的Wii Fit平衡板及游戏垫。

方法

参与者(年龄在10至60岁之间)总共到实验室三次。在第一次访问期间,参与者完成了功能评估,并熟悉了要使用的设备和要玩的游戏。对于功能评估,参与者从《国际功能、残疾和健康分类》中执行了18项功能运动任务。他们还回答了患者报告结局测量信息系统和神经疾病生活质量测量工具中的一系列问题,以提供关于自身功能能力的个人观点。在第二次访问中,在最初20分钟的基线期间收集代谢数据,随后进行40分钟的游戏。所玩的控制器(平衡板或游戏垫)是随机选择的。一组游戏玩10分钟,然后休息5分钟,接着再玩另一组游戏10分钟,然后休息。观察并记录每组游戏的游戏质量。在休息期间,参与者完成关于愉悦感的问题。按照相同程序,参与者然后使用另一个版本(现成的或经过改装的)的控制器玩两组游戏。在第三次访问中,使用未玩过的控制器重复整个过程。

结果

入组于2016年2月开始,2016年9月结束。研究结果将于2017年末报告。

结论

我们假设,与现成版本相比,经过改装的Wii Fit平衡板和游戏垫版本将在有行动障碍的个体中产生更高的游戏质量、愉悦感和能量消耗。

试验注册

ClinicalTrials.gov NCT02994199;https://clinicaltrials.gov/ct2/show/NCT02994199(由WebCite存档于http://www.webcitation.org/6qpPszPJ7)。

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