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进入“心流”状态:神经疾病中心流体验的系统评价。

Getting into a "Flow" state: a systematic review of flow experience in neurological diseases.

机构信息

Neurocenter, Luzerner Kantonsspital, Spitalstrasse 31, 6000, Luzern 16, Switzerland.

Department of Rehabilitation Medicine, Amsterdam Movement Sciences, Amsterdam UMC, VU University Medical Center, Amsterdam, The Netherlands.

出版信息

J Neuroeng Rehabil. 2021 Apr 20;18(1):65. doi: 10.1186/s12984-021-00864-w.

Abstract

BACKGROUND

Flow is a subjective psychological state that people report when they are fully involved in an activity to the point of forgetting time and their surrounding except the activity itself. Being in flow during physical/cognitive rehabilitation may have a considerable impact on functional outcome, especially when patients with neurological diseases engage in exercises using robotics, virtual/augmented reality, or serious games on tablets/computer. When developing new therapy games, measuring flow experience can indicate whether the game motivates one to train. The purpose of this study was to identify and systematically review current literature on flow experience assessed in patients with stroke, traumatic brain injury, multiple sclerosis and Parkinson's disease. Additionally, we critically appraised, compared and summarized the measurement properties of self-reported flow questionnaires used in neurorehabilitation setting.

DESIGN

A systematic review using PRISMA and COSMIN guidelines.

METHODS

MEDLINE Ovid, EMBASE Ovid, CINAHL EBSCO, SCOPUS were searched. Inclusion criteria were (1) peer-reviewed studies that (2) focused on the investigation of flow experience in (3) patients with neurological diseases (i.e., stroke, traumatic brain injury, multiple sclerosis and/or Parkinson's disease). A qualitative data synthesis was performed to present the measurement properties of the used flow questionnaires.

RESULTS

Ten studies out of 911 records met the inclusion criteria. Seven studies measured flow in the context of serious games in patients with stroke, traumatic brain injury, multiple sclerosis and Parkinson's disease. Three studies assessed flow in other activities than gaming (song-writing intervention and activities of daily living). Six different flow questionnaires were used, all of which were originally validated in healthy people. None of the studies presented psychometric data in their respective research population.

CONCLUSION

The present review indicates that flow experience is increasingly measured in the physical/cognitive rehabilitation setting in patients with neurological diseases. However, psychometric properties of used flow questionnaires are lacking. For exergame developers working in the field of physical/cognitive rehabilitation in patients with neurological diseases, a valid flow questionnaire can help to further optimize the content of the games so that optimal engagement can occur during the gameplay. Whether flow experiences can ultimately have positive effects on physical/cognitive parameters needs further study.

摘要

背景

流畅感是一种主观的心理状态,人们在全神贯注地参与某项活动,以至于忘记时间和周围环境,只关注活动本身时,会报告这种状态。在身体/认知康复过程中体验到流畅感可能会对功能结果产生重大影响,尤其是当患有神经系统疾病的患者使用机器人、虚拟现实/增强现实或平板电脑/计算机上的严肃游戏进行锻炼时。在开发新的治疗游戏时,测量流畅体验可以表明游戏是否能激励人们进行训练。本研究的目的是确定并系统地回顾评估中风、创伤性脑损伤、多发性硬化症和帕金森病患者的流畅体验的现有文献。此外,我们批判性地评价、比较和总结了神经康复环境中使用的自我报告流畅问卷的测量特性。

设计

使用 PRISMA 和 COSMIN 指南进行系统综述。

方法

检索了 MEDLINE Ovid、EMBASE Ovid、CINAHL EBSCO、SCOPUS 数据库。纳入标准为:(1)同行评议研究,(2)专注于调查(3)患有神经系统疾病(即中风、创伤性脑损伤、多发性硬化症和/或帕金森病)患者的流畅体验。进行定性数据综合以呈现使用的流畅问卷的测量特性。

结果

在 911 条记录中,有 10 项研究符合纳入标准。其中 7 项研究在中风、创伤性脑损伤、多发性硬化症和帕金森病患者的严肃游戏背景下测量流畅感。有 3 项研究评估了除游戏之外的其他活动中的流畅感(歌曲创作干预和日常生活活动)。使用了 6 种不同的流畅问卷,这些问卷最初都是在健康人群中验证的。在各自的研究人群中,没有一项研究报告了心理测量学数据。

结论

本综述表明,流畅体验在患有神经系统疾病的患者的身体/认知康复环境中越来越多地被测量。然而,使用的流畅问卷的心理测量特性却缺乏。对于在神经康复领域从事身体/认知康复的游戏开发者来说,一个有效的流畅问卷可以帮助进一步优化游戏内容,以便在游戏过程中实现最佳参与度。流畅体验是否最终对身体/认知参数产生积极影响,还需要进一步研究。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/8e18/8059246/8a49f9702f60/12984_2021_864_Fig1_HTML.jpg

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