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一项电子游戏团体干预:慢性中风成年人及其治疗师的经历与看法:借助电子游戏进行团体干预:慢性中风成年人及其职业治疗师的经历与看法

A video-game group intervention: Experiences and perceptions of adults with chronic stroke and their therapists: Intervention de groupe à l'aide de jeux vidéo : Expériences et perceptions d'adultes en phase chronique d'un accident vasculaire cérébral et de leurs ergothérapeutes.

作者信息

Rand Debbie, Givon Noa, Avrech Bar Michal

出版信息

Can J Occup Ther. 2018 Apr;85(2):158-168. doi: 10.1177/0008417417733274. Epub 2018 Apr 3.

Abstract

BACKGROUND

Ongoing physical activity is important for maintaining the functional level of individuals with chronic stroke. Video games in a group setting might be a cost-effective way for providing mobility and preventing physical inactivity.

PURPOSE

This study explores the experiences and perceptions of individuals with chronic stroke who participated in a novel community-based video-game group intervention and their therapists.

METHOD

A qualitative study, nested in a randomized controlled trial, was conducted using semistructured interviews with eight individuals with chronic stroke (four men and four women) ages 29 to 69 and a focus group of their three occupational therapists, following a video-game intervention. Data were analyzed using content analysis.

FINDINGS

Three main categories were identified by the study participants: (a) using video games, (b) the group/team experience, and (c) intervention outcomes/evolving understandings following the intervention.

IMPLICATIONS

Playing video games was perceived not as treatment but as a motivating tool to facilitate whole-body movement. Therefore, this intervention might be suitable to be used in the community for ongoing intervention.

摘要

背景

持续进行体育活动对于维持慢性中风患者的功能水平至关重要。在群体环境中进行电子游戏可能是一种具有成本效益的方式,可用于提供活动能力并防止身体不活动。

目的

本研究探讨了参与新型社区电子游戏群体干预的慢性中风患者及其治疗师的经历和看法。

方法

一项定性研究嵌套在一项随机对照试验中,在电子游戏干预后,对8名年龄在29至69岁之间的慢性中风患者(4名男性和4名女性)进行半结构化访谈,并对他们的三名职业治疗师进行焦点小组访谈。使用内容分析法对数据进行分析。

结果

研究参与者确定了三个主要类别:(a)使用电子游戏,(b)群体/团队体验,以及(c)干预后的结果/不断发展的理解。

启示

玩电子游戏不被视为治疗方法,而是一种促进全身运动的激励工具。因此,这种干预可能适合在社区中用于持续干预。

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