Proffitt Rachel, Glegg Stephanie, Levac Danielle, Lange Belinda
Department of Occupational Therapy, School of Health Professions, University of Missouri, Columbia, Missouri, USA.
Department of Therapy, Sunny Hill Health Centre for Children, Vancouver, Canada.
J Enabling Technol. 2019;13(2):92-100. doi: 10.1108/JET-10-2018-0050. Epub 2019 Jun 17.
Despite increasing evidence for the effectiveness of off-the-shelf and rehabilitation-specific active video games (AVGs) and virtual reality (VR) systems for rehabilitation, clinical uptake remains poor. A better match between VR/AVG system capabilities and client/therapist needs, through improved end-user involvement (UI) in VR/AVG implementation research, may increase uptake of this technology. The purpose of this paper is to review four case examples from the authors' collective experience of including end users in VR/AVG research to identify common benefits, challenges and lessons learned.
DESIGN/METHODOLOGY/APPROACH: The authors apply knowledge and lessons learned from the four cases to make recommendations for subsequent user-engaged research design and methods, including evaluation of the impact of end UI.
A better match between VR/AVG system capabilities and client/therapist needs leads to improved end UI in all stages of VR/AVG implementation research. There are common benefits of increasing buy-in and soliciting early on the knowledge and skills of therapists as well as input from the ultimate end users: people participating in rehabilitation. Most settings have the challenges of balancing the technology requirements with the needs and goals of the practice setting and of the end users.
RESEARCH LIMITATIONS/IMPLICATIONS: Increasing end UI in VR/AVG implementation research may address issues related to poor clinical uptake. In the VR/AVG context, end users can be therapists, clients or technology developers/engineers. This paper presented four case scenarios describing the implementation of different VR/AVG systems and involving a variety of populations, end users and settings.
ORIGINALITY/VALUE: The set of recommendations for subsequent user-engaged research design and methods span the process of development, research and implementation. The authors hope that these recommendations will foster collaborations across disciplines, encourage researchers and therapists to adopt VR/AVGs more readily, and lead to efficacious and effective treatment approaches for rehabilitation clients.
尽管越来越多的证据表明现成的和康复专用的主动式视频游戏(AVG)以及虚拟现实(VR)系统在康复方面具有有效性,但临床应用情况仍然不佳。通过在VR/AVG实施研究中提高最终用户参与度(UI),使VR/AVG系统功能与客户/治疗师需求更好地匹配,可能会增加这项技术的应用。本文的目的是回顾作者在将最终用户纳入VR/AVG研究的集体经验中的四个案例,以确定共同的益处、挑战和经验教训。
设计/方法/途径:作者运用从这四个案例中学到的知识和经验教训,为后续的用户参与式研究设计和方法提出建议,包括评估最终用户参与度的影响。
VR/AVG系统功能与客户/治疗师需求之间更好的匹配会在VR/AVG实施研究的各个阶段提高最终用户参与度。增加支持并尽早征求治疗师的知识和技能以及最终用户(参与康复的人员)的意见有共同的益处。大多数情况下存在平衡技术要求与实践环境以及最终用户的需求和目标的挑战。
研究局限性/影响:在VR/AVG实施研究中提高最终用户参与度可能会解决临床应用不佳相关的问题。在VR/AVG背景下,最终用户可以是治疗师、客户或技术开发者/工程师。本文介绍了四个案例场景,描述了不同VR/AVG系统的实施情况,涉及各种人群、最终用户和环境。
原创性/价值:为后续用户参与式研究设计和方法提出的一系列建议涵盖了开发、研究和实施过程。作者希望这些建议将促进跨学科合作,鼓励研究人员和治疗师更欣然地采用VR/AVG,并为康复客户带来有效且高效的治疗方法。