Garske Christian Alexander, Dyson Matthew, Dupan Sigrid, Nazarpour Kianoush
Intelligent Sensing Laboratory, School of Engineering, Newcastle University, Newcastle upon Tyne, United Kingdom.
Edinburgh Neuroprosthetics Laboratory, School of Informatics, University of Edinburgh, Edinburgh, United Kingdom.
JMIR Serious Games. 2021 Feb 1;9(1):e23710. doi: 10.2196/23710.
Serious games have been investigated for their use in multiple forms of rehabilitation for decades. The rising trend to use games for physical fitness in more recent years has also provided more options and garnered more interest for their use in physical rehabilitation and motor learning. In this study, we report the results of an opinion survey of serious games in upper limb prosthetic training.
This study investigates and contrasts the expectations and preferences for game-based prosthetic rehabilitation of people with limb difference and researchers.
Both participant groups answered open and closed questions as well as a questionnaire to assess their user types. The distribution of the user types was compared with a Pearson chi-square test against a sample population. The data were analyzed using the thematic framework method; answers fell within the themes of usability, training, and game design. Researchers shared their views on current challenges and what could be done to tackle these.
A total of 14 people with limb difference and 12 researchers participated in this survey. The open questions resulted in an overview of the different views on prosthetic training games between the groups. The user types of people with limb difference and researchers were both significantly different from the sample population, with χ=12.3 and χ=26.5, respectively.
We found that the respondents not only showed a general willingness and tentative optimism toward the topic but also acknowledged hurdles limiting the adoption of these games by both clinics and users. The results indicate a noteworthy difference between researchers and people with limb difference in their game preferences, which could lead to design choices that do not represent the target audience. Furthermore, focus on long-term in-home experiments is expected to shed more light on the validity of games in upper limb prosthetic rehabilitation.
几十年来,人们一直在研究严肃游戏在多种康复形式中的应用。近年来,将游戏用于健身的趋势不断上升,这也为其在身体康复和运动学习中的应用提供了更多选择,并引起了更多关注。在本研究中,我们报告了一项关于严肃游戏在上肢假肢训练中的意见调查结果。
本研究调查并对比了肢体差异者和研究人员对基于游戏的假肢康复的期望和偏好。
两个参与组都回答了开放式和封闭式问题以及一份用于评估其用户类型的问卷。使用Pearson卡方检验将用户类型的分布与样本人群进行比较。数据采用主题框架法进行分析;答案分为可用性、训练和游戏设计等主题。研究人员分享了他们对当前挑战以及应对这些挑战的方法的看法。
共有14名肢体差异者和12名研究人员参与了这项调查。开放式问题得出了两组对假肢训练游戏不同观点的概述。肢体差异者和研究人员的用户类型与样本人群均有显著差异,χ值分别为12.3和26.5。
我们发现,受访者不仅对该主题表现出普遍的意愿和初步的乐观态度,还承认存在限制诊所和用户采用这些游戏的障碍。结果表明,研究人员和肢体差异者在游戏偏好上存在显著差异,这可能导致设计选择无法代表目标受众。此外,预计关注长期的家庭实验将更清楚地揭示游戏在上肢假肢康复中的有效性。