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基于视频游戏的治疗和常规治疗对神经功能缺损患者的效果:一项实验研究。

Video game-based and conventional therapies in patients of neurological deficits: an experimental study.

机构信息

National Institute of Psychology, Quaid-e-Azam University, Islamabad, Pakistan.

出版信息

Disabil Rehabil Assist Technol. 2021 Apr;16(3):332-339. doi: 10.1080/17483107.2019.1679266. Epub 2019 Nov 5.

Abstract

PURPOSE

In the past few years, medicine has upgraded its therapeutic techniques and practices, with the use of various modern methods that are due to advancement in technology and sciences. It is recognized that the physical health of the patients is significantly associated to their mental state, their motivation and engagement in overcoming the illness. This paper presents experimental comparison between virtual reality (VR) technology and conventional mode of therapy for physical rehabilitation among patients of neurological deficits. The objective was to explore the effectiveness of VR during physical interactions with different game-like virtual environment and potentially leading to increased mental health (i.e., lower depression, anxiety and stress), self-esteem, social support and intrinsic motivation (task-based competence, choice and interest).

METHOD

The study sample consisted of thirty-four subjects with Cerebral palsy (CP), Traumatic brain injury (TBI), Spinal cord injury, Stroke and Parkinson's disease; divided into two experimental groups virtual reality exercise group ( = 17), and conventional therapy group ( = 17); who have upper- or lower-limb impairment.

RESULTS

The outcome measures revealed significant differences across pretest and post-test conditions of both the experimental groups. Findings emerged from the study showed noticeable effectiveness of virtual-reality based rehabilitation in TBI, stroke and CP patients. Relationships between study variables and demographic variables (age and gender) were also presented.

CONCLUSION

This study opens the way for future researchers, psychologists, physiotherapist and other practitioners to do more extensive work in the domain of virtual reality with different sample, constructs and approaches.Implications for rehabilitationIt has become increasing important to introduce new state-to-art technologies in domain of rehabilitation.People are reluctant to use all the traditional modes of treatment. As these conventional ways of treatment are least motivating and interesting to indulge the patients without force and burden. It is evident in the present study that addition of virtual reality-based exercise increases the self-motivated balance during functional task in contrast to conventional and task-dependent training participants.This study opens the way for future researchers to do more extensive work in this domain.

摘要

目的

在过去的几年中,医学已经升级了其治疗技术和实践,使用了各种现代方法,这些方法得益于技术和科学的进步。人们认识到,患者的身体健康与他们的精神状态、克服疾病的动力和参与度密切相关。本文对虚拟现实(VR)技术与神经功能缺损患者常规康复模式在物理康复中的应用进行了实验比较。目的是探索 VR 在与不同游戏化虚拟环境进行物理互动时的有效性,以及其对心理健康(即降低抑郁、焦虑和压力)、自尊、社会支持和内在动机(基于任务的能力、选择和兴趣)的潜在影响。

方法

研究样本包括 34 名脑瘫(CP)、创伤性脑损伤(TBI)、脊髓损伤、中风和帕金森病患者;分为虚拟现实运动组(n=17)和常规治疗组(n=17),两组患者均有上肢或下肢功能障碍。

结果

两组的实验结果均显示出预测试和后测试条件之间的显著差异。研究结果表明,基于 VR 的康复治疗对 TBI、中风和 CP 患者具有显著效果。还介绍了研究变量与人口统计学变量(年龄和性别)之间的关系。

结论

这项研究为未来的研究人员、心理学家、物理治疗师和其他从业者在虚拟现实领域开展更广泛的工作提供了途径,涉及不同的样本、结构和方法。对康复的启示在康复领域引入新的最先进技术变得越来越重要。人们不愿意使用所有传统的治疗方式。由于这些传统的治疗方式最缺乏动力和趣味性,无法在不强迫和负担的情况下吸引患者。本研究表明,与传统的基于任务的训练参与者相比,基于虚拟现实的运动增加了功能性任务中的自我激励平衡。这项研究为未来的研究人员在这一领域开展更广泛的工作提供了途径。

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