Deutsch Judith E, Westcott McCoy Sarah
Rivers Lab, Department of Rehabilitation and Movement Sciences (Dr Deutsch), School of Health Professions, Rutgers University, Newark, New Jersey; and Department of Rehabilitation Medicine (Dr Westcott McCoy), University of Washington, Seattle.
Pediatr Phys Ther. 2017 Jul;29 Suppl 3(Suppl 3 IV STEP 2016 CONFERENCE PROCEEDINGS):S23-S36. doi: 10.1097/PEP.0000000000000387.
Use of virtual reality (VR) and serious games (SGs) interventions within rehabilitation as motivating tools for task specific training for individuals with neurological conditions are fast-developing. Within this perspective paper we use the framework of the IV STEP conference to summarize the literature on VR and SG for children and adults by three topics: Prevention; Outcomes: Body-Function-Structure, Activity and Participation; and Plasticity. Overall the literature in this area offers support for use of VR and SGs to improve body functions and to some extent activity domain outcomes. Critical analysis of clients' goals and selective evaluation of VR and SGs are necessary to appropriately take advantage of these tools within intervention. Further research on prevention, participation, and plasticity is warranted. We offer suggestions for bridging the gap between research and practice integrating VR and SGs into physical therapist education and practice.
在康复过程中,将虚拟现实(VR)和严肃游戏(SGs)干预作为针对神经疾病患者进行特定任务训练的激励工具,这一领域正在迅速发展。在这篇观点论文中,我们使用第四届STEP会议的框架,从三个主题对儿童和成人的VR及SG文献进行总结:预防;结果:身体功能-结构、活动与参与;以及可塑性。总体而言,该领域的文献支持使用VR和SGs来改善身体功能,并在一定程度上改善活动领域的结果。在干预过程中,对客户目标进行批判性分析以及对VR和SGs进行选择性评估,对于合理利用这些工具至关重要。有必要对预防、参与和可塑性进行进一步研究。我们提出了一些建议,以弥合研究与实践之间的差距,将VR和SGs融入物理治疗师的教育与实践中。