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一项关于下肢假肢康复中商业游戏的临床调查。

A clinical survey about commercial games in lower limb prosthetic rehabilitation.

作者信息

Imam Bita, Miller William C, Finlayson Heather C, Eng Janice J, Jarus Tal

机构信息

The University of British Columbia, Vancouver, BC, Canada.

出版信息

Prosthet Orthot Int. 2018 Jun;42(3):311-317. doi: 10.1177/0309364617740238. Epub 2017 Nov 10.

DOI:10.1177/0309364617740238
PMID:29126375
Abstract

BACKGROUND

Despite the popularity of commercial games in lower limb prosthetic rehabilitation, data about their prevalence of use as well as therapists' perspectives about these games are still lacking.

OBJECTIVES

To learn about the prevalence of use of commercial games in lower limb prosthetic rehabilitation and therapists' perspectives about these games.

STUDY DESIGN

Cross-sectional.

METHODS

An online survey was sent to physical and occupational therapists across prosthetic rehabilitation facilities in Canada. The survey had questions about the use of commercial games and therapists' perspectives.

RESULTS

Data were collected from 82 therapists. Overall, 46.3% (38/82) reported that they use commercial games; of those, 94.7% (36/38) used the Nintendo Wii Fit. The most reported perceived benefits were the Wii Fit helping to improve weight shifting ( n = 76/82, 92.7%) and balance ( n = 75/82, 91.5%), and being motivating and complementing traditional therapy ( n = 75/82, 91.5%). The most reported perceived barriers/challenges were lack of time and familiarity with the games ( n = 58/82, 70.7%).

CONCLUSION

Commercial games, particularly the Wii Fit, are commonly used in lower prosthetic rehabilitation in Canada. Most of the queried therapists view the Wii Fit positively. Knowledge translation activities and developing standard treatment protocols would be helpful in minimizing the barriers identified in this study. Clinical relevance The Wii Fit is prevalent in lower limb prosthetic rehabilitation in Canada and it is viewed positively by therapists as having the potential to improve balance and weight bearing, making rehabilitation more motivating, and complementing traditional therapy. Future studies should investigate the efficacy of the Wii Fit in prosthetic rehabilitation.

摘要

背景

尽管商业游戏在下肢假肢康复中很受欢迎,但关于其使用普及率以及治疗师对这些游戏的看法的数据仍然缺乏。

目的

了解商业游戏在下肢假肢康复中的使用普及率以及治疗师对这些游戏的看法。

研究设计

横断面研究。

方法

向加拿大假肢康复机构的物理治疗师和职业治疗师发送了一份在线调查问卷。该问卷包含有关商业游戏使用情况和治疗师看法的问题。

结果

收集了82名治疗师的数据。总体而言,46.3%(38/82)报告称他们使用商业游戏;其中,94.7%(36/38)使用了任天堂Wii Fit。报告最多的感知益处是Wii Fit有助于改善重心转移(n = 76/82,92.7%)和平衡(n = 75/82,91.5%),以及具有激励作用并补充传统治疗(n = 75/82,91.5%)。报告最多的感知障碍/挑战是缺乏时间和对游戏不熟悉(n = 58/82,70.7%)。

结论

商业游戏,尤其是Wii Fit,在加拿大的下肢假肢康复中普遍使用。大多数受访治疗师对Wii Fit持积极看法。知识转化活动和制定标准治疗方案将有助于减少本研究中确定的障碍。临床相关性Wii Fit在加拿大下肢假肢康复中很普遍,治疗师认为它有可能改善平衡和负重,使康复更具激励性,并补充传统治疗。未来的研究应调查Wii Fit在假肢康复中的疗效。

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