Suppr超能文献

新冠疫情隔离期间,严肃游戏平台作为脑瘫患者居家远程康复的一种可能性——一项横断面试点研究

Serious Game Platform as a Possibility for Home-Based Telerehabilitation for Individuals With Cerebral Palsy During COVID-19 Quarantine - A Cross-Sectional Pilot Study.

作者信息

da Silva Talita Dias, da Silva Paula Lumy, Valenzuela Elisa de Jesus, Dias Eduardo Dati, Simcsik Amanda Orasmo, de Carvalho Mariana Giovanelli, Fontes Anne Michelli Gomes Gonçalves, Alberissi Camila Aparecida de Oliveira, de Araújo Luciano Vieira, Brandão Murilo Vinícius da Costa, Dawes Helen, Monteiro Carlos Bandeira de Mello

机构信息

Departamento de Medicina (Cardiologia), Escola Paulista de Medicina da Universidade Federal de São Paulo (UNIFESP), São Paulo, Brazil.

Grupo de Pesquisa e Aplicações Tecnológicas em Reabilitação da Escola de Artes, Ciências e Humanidades da Universidade de São Paulo (PATER EACH USP), São Paulo, Brazil.

出版信息

Front Psychol. 2021 Feb 2;12:622678. doi: 10.3389/fpsyg.2021.622678. eCollection 2021.

Abstract

INTRODUCTION

There is a need to maintain rehabilitation activities and motivate movement and physical activity during quarantine in individuals with Cerebral Palsy (CP).

OBJECTIVE

This paper sets out to evaluate the feasibility and potential benefits of using computer serious game in a non-immersive virtual reality (VR) implemented and evaluated completely remotely in participants with CP for Home-Based Telerehabilitation during the quarantine period for COVID-19.

METHODS

Using a cross-sectional design, a total of 44 individuals participated in this study between March and June 2020, 22 of which had CP (14 males and 8 females, mean age = 19 years, ranging between 11 and 28 years) and 22 typically developing individuals, matched by age and sex to the individuals with CP. Participants practiced a coincident timing game and we measured movement performance and physical activity intensity using the rating of perceived exertion Borg scale.

RESULTS

All participants were able to engage with the VR therapy remotely, reported enjoying sessions, and improved performance in some practice moments. The most important result in this cross-sectional study was the significant increasing in rating of perceived exertion (through Borg scale) in both groups during practice and with CP presenting a higher rating of perceived exertion.

CONCLUSION

Children with CP enjoyed participating, were able to perform at the same level as their peers on certain activities and increased both their performance and physical activity intensity when using the game, supporting the use of serious games for this group for home therapy and interactive games.

CLINICAL TRIALS REGISTRATION

https://Clinicaltrials.gov, NCT04402034. Registered on May 20, 2020.

摘要

引言

对于脑瘫(CP)患者,在隔离期间需要维持康复活动并激发其运动和身体活动。

目的

本文旨在评估在COVID-19隔离期间,使用计算机严肃游戏在非沉浸式虚拟现实(VR)中完全远程实施并评估,对CP患者进行家庭远程康复的可行性和潜在益处。

方法

采用横断面设计,2020年3月至6月共有44名个体参与本研究,其中22名患有CP(14名男性和8名女性,平均年龄 = 19岁,年龄范围在11至28岁之间),22名发育正常个体,按年龄和性别与CP患者匹配。参与者进行了同步计时游戏,我们使用主观用力感觉博格量表测量运动表现和身体活动强度。

结果

所有参与者都能够远程参与VR治疗,报告称享受治疗过程,并且在某些练习环节中表现有所改善。在这项横断面研究中,最重要的结果是两组在练习期间主观用力感觉评分(通过博格量表)均显著增加,且CP患者的主观用力感觉评分更高。

结论

CP儿童乐于参与,在某些活动中能够与同龄人表现相当,并且在使用该游戏时提高了他们的表现和身体活动强度,支持将严肃游戏用于该群体的家庭治疗和互动游戏。

临床试验注册

https://Clinicaltrials.gov,NCT04402034。于2020年5月20日注册。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/aac2/7901904/9765839a1e9e/fpsyg-12-622678-g002.jpg

文献检索

告别复杂PubMed语法,用中文像聊天一样搜索,搜遍4000万医学文献。AI智能推荐,让科研检索更轻松。

立即免费搜索

文件翻译

保留排版,准确专业,支持PDF/Word/PPT等文件格式,支持 12+语言互译。

免费翻译文档

深度研究

AI帮你快速写综述,25分钟生成高质量综述,智能提取关键信息,辅助科研写作。

立即免费体验