Department of Physical Therapy, Movement and Rehabilitation Sciences, Bouvé College of Health Sciences, Northeastern University, Boston, Massachusetts.
Division of Physical Therapy, Department of Rehabilitation Medicine, University of Washington, Seattle, Washington.
Games Health J. 2018 Dec;7(6):362-368. doi: 10.1089/g4h.2017.0159. Epub 2018 Sep 4.
Commercially available active videogames (AVGs) are promising rehabilitation options, but lack of familiarity with game options may limit clinical integration. We evaluated content and format usability of the 'Kinect-ing' with Clinicians (KwiC) website, an online tool that characterizes commercially available games to support clinical decision-making about Kinect™ game use for rehabilitation. This study is a cross-sectional online survey of physical therapists (PTs). Participants selected a case scenario and reviewed the KwiC resource for information about five Kinect games. Based on this interaction, participants selected two games that would meet case scenario goals and answered Likert scale and open-ended questions about KwiC usability and usefulness of the content in guiding game selection for clinical case scenarios. Twenty-five PTs participated, six of whom had previous AVG experience. All KwiC items achieved prespecified consensus of 80% "agree" or "strongly agree" on statements evaluating ease of understanding, usefulness, and format usability. There were no differences in ratings between those with and without AVG experience. Participants most appreciated the videos illustrating game play. Eighty-four percent strongly agreed that the KwiC helped them to make a decision about their case scenario. Participants suggested improving the KwiC by including more information about game use with rehabilitation populations. Positive usability feedback supports continued KwiC development efforts to add additional games, expand information about use specific to clinical populations, and broaden the online format to allow opportunities for clinicians to provide feedback and suggestions. We will then evaluate utility of the KwiC in clinical practice.
市售的主动视频游戏(AVG)是很有前途的康复选择,但由于对游戏选项不熟悉,可能会限制其在临床中的应用。我们评估了“与临床医生一起使用 Kinect”(KwiC)网站的内容和格式可用性,这是一个在线工具,用于描述市售游戏,以支持关于使用 Kinect 游戏进行康复的临床决策。本研究是一项横断面在线调查,调查对象为物理治疗师(PT)。参与者选择一个案例场景,并查看 KwiC 资源,以获取有关五个 Kinect 游戏的信息。根据这种互动,参与者选择了两个可以满足案例场景目标的游戏,并回答了关于 KwiC 可用性和内容在指导临床案例场景中游戏选择方面的有用性的李克特量表和开放性问题。共有 25 名 PT 参与了这项研究,其中 6 人之前有过 AVG 经验。所有 KwiC 项目在评估易于理解、有用性和格式可用性的声明上都达到了 80%的“同意”或“强烈同意”的预定共识。有 AVG 经验和没有 AVG 经验的参与者在评分上没有差异。参与者最欣赏说明游戏玩法的视频。84%的人强烈同意 KwiC 帮助他们做出了关于案例场景的决定。参与者建议通过包括更多关于康复人群使用游戏的信息来改进 KwiC。积极的可用性反馈支持继续开发 KwiC,以增加更多的游戏,扩展针对特定临床人群的使用信息,并扩大在线格式,为临床医生提供反馈和建议的机会。然后,我们将评估 KwiC 在临床实践中的实用性。