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支持虚拟现实在康复中应用的障碍、促进因素和干预措施:一项范围综述

Barriers, Facilitators and Interventions to Support Virtual Reality Implementation in Rehabilitation: A Scoping Review.

作者信息

Glegg Stephanie Miranda Nadine, Levac Danielle Elaine

机构信息

Rehabilitation Sciences, University of British Columbia, Vancouver, British Columbia, Canada; Therapy Department, Sunny Hill Health Centre for Children, 3644 Slocan Street, Vancouver, BC V5M 3E8 Canada(∗).

Department of Physical Therapy, Movement & Rehabilitation Science, Northeastern University, Boston, MA(†).

出版信息

PM R. 2018 Nov;10(11):1237-1251.e1. doi: 10.1016/j.pmrj.2018.07.004.

Abstract

Virtual reality and active video games (VR/AVGs) are promising rehabilitation tools because of their potential to facilitate abundant, motivating, and feedback-rich practice. However, clinical adoption remains low despite a growing evidence base and the recent development of clinically accessible and rehabilitation-specific VR/AVG systems. Given clinicians' eagerness for resources to support VR/AVG use, a critical need exists for knowledge translation (KT) interventions to facilitate VR/AVG integration into clinical practice. KT interventions have the potential to support adoption by targeting known barriers to, and facilitators of, change. This scoping review of the VR/AVG literature uses the Theoretical Domains Framework (TDF) to (1) structure an overview of known barriers and facilitators to clinical uptake of VR/AVGs for rehabilitation; (2) identify KT strategies to target these factors to facilitate adoption; and (3) report the results of these strategies. Barriers/facilitators and evaluated or proposed KT interventions spanned all but 1 and 2 TDF domains, respectively. Most frequently cited barriers/facilitators were found in the TDF domains of Knowledge, Skills, Beliefs About Capabilities, Beliefs About Consequences, Intentions, Goals, Environmental Context and Resources, and Social Influences. Few studies empirically evaluated KT interventions to support adoption; measured change in VR/AVG use did not accompany improvements in self-reported skills, attitudes, and knowledge. Recommendations to target frequently identified barriers include technology development to meet end-user needs more effectively, competency development for end-users, and facilitated VR/AVG implementation in clinical settings. Subsequent research can address knowledge gaps in both clinical and VR/AVG implementation research, including on KT intervention effectiveness and unexamined TDF domain barriers. LEVEL OF EVIDENCE: IV.

摘要

虚拟现实和主动式视频游戏(VR/AVG)是很有前景的康复工具,因为它们有潜力促进丰富、有激励性且反馈丰富的练习。然而,尽管有越来越多的证据基础,且近期临床上可获取的、专门用于康复的VR/AVG系统也有所发展,但临床应用率仍然很低。鉴于临床医生渴望获得支持VR/AVG使用的资源,迫切需要进行知识转化(KT)干预,以促进VR/AVG融入临床实践。KT干预有可能通过针对已知的变革障碍和促进因素来支持其应用。这项对VR/AVG文献的范围综述使用理论领域框架(TDF)来(1)构建对VR/AVG用于康复的临床应用的已知障碍和促进因素的概述;(2)确定针对这些因素以促进应用的KT策略;(3)报告这些策略的结果。障碍/促进因素以及已评估或提议的KT干预分别涵盖了除TDF的1个和2个领域之外的所有领域。最常被提及的障碍/促进因素出现在TDF的知识、技能、对能力的信念、对后果的信念、意图、目标、环境背景和资源以及社会影响等领域。很少有研究对支持应用的KT干预进行实证评估;VR/AVG使用的测量变化并未伴随着自我报告的技能、态度和知识的改善。针对经常发现的障碍的建议包括更有效地满足终端用户需求的技术开发、终端用户的能力发展以及在临床环境中促进VR/AVG的实施。后续研究可以解决临床和VR/AVG实施研究中的知识空白,包括KT干预的有效性以及未被检验的TDF领域障碍。证据级别:IV。

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