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用于严肃目的的游戏:对脑瘫患者干预措施的系统评价

Games Used With Serious Purposes: A Systematic Review of Interventions in Patients With Cerebral Palsy.

作者信息

Lopes Sílvia, Magalhães Paula, Pereira Armanda, Martins Juliana, Magalhães Carla, Chaleta Elisa, Rosário Pedro

机构信息

School of Psychology, University of Minho, Braga, Portugal.

Associação de Paralisia Cerebral de Braga, Braga, Portugal.

出版信息

Front Psychol. 2018 Sep 19;9:1712. doi: 10.3389/fpsyg.2018.01712. eCollection 2018.

DOI:10.3389/fpsyg.2018.01712
PMID:30283377
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC6156132/
Abstract

The purpose of the present systematic review was to examine extant research regarding the role of games used seriously in interventions with individuals with cerebral palsy. Therefore, PubMed, PsyINFO, Web of Science, Scopus, and IEEE databases were used. Search terms included: "serious games" OR "online games" OR "video games" OR "videogame" OR "game based" OR "game" AND "intervention" AND "cerebral palsy." After the full reading and quality assessment of the papers, 16 studies met the inclusion criteria. The majority of the studies reported high levels of compliance, motivation, and engagement with game-based interventions both at home and at the clinical setting intervention. Regarding the effectiveness of the use of games, the results of the studies show both positive and negative results regarding their effectiveness. The efficacy was reported to motor function (i.e., improvements in the arm function, hand coordination, functional mobility, balance and gait function, postural control, upper-limbs function) and physical activity. Findings of this review suggest that games are used as a complement to conventional therapies and not as a substitute. Practitioners often struggle to get their patients to complete the assigned homework tasks, as patients display low motivation to engage in prescribed exercises. Data of this review indicates the use of games as tools suited to promote patients' engagement in the therapy and potentiate therapeutic gains.

摘要

本系统评价的目的是考察有关严肃游戏在脑瘫患者干预中作用的现有研究。因此,使用了PubMed、PsyINFO、科学网、Scopus和IEEE数据库。检索词包括:“严肃游戏”或“网络游戏”或“电子游戏”或“视频游戏”或“基于游戏的”或“游戏”以及“干预”和“脑瘫”。在对论文进行全文阅读和质量评估后,有16项研究符合纳入标准。大多数研究报告称,无论是在家中还是在临床环境干预中,基于游戏的干预都具有较高的依从性、动机和参与度。关于游戏使用的有效性,研究结果显示其有效性既有积极的一面,也有消极的一面。据报道,其功效体现在运动功能(即手臂功能、手部协调性、功能移动性、平衡和步态功能、姿势控制、上肢功能的改善)和身体活动方面。本综述的结果表明,游戏用作传统疗法的补充,而非替代疗法。从业者常常难以让患者完成指定的家庭作业任务,因为患者参与规定锻炼的积极性较低。本综述的数据表明,游戏可作为促进患者参与治疗并增强治疗效果的工具。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/7e2c/6156132/69519ccf043a/fpsyg-09-01712-g001.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/7e2c/6156132/69519ccf043a/fpsyg-09-01712-g001.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/7e2c/6156132/69519ccf043a/fpsyg-09-01712-g001.jpg

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