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中风幸存者对影响采用技术和康复运动游戏的因素的看法。

Perceptions of stroke survivors regarding factors affecting adoption of technology and exergames for rehabilitation.

作者信息

Krishnan Shilpa, Mandala Mahender A, Wolf Steven L, Howard Ayanna, Kesar Trisha M

机构信息

Division of Physical Therapy, Department of Rehabilitation Medicine, Emory University School of Medicine, Atlanta, Georgia, USA.

School of Interactive Computing, College of Computing, Georgia Institute of Technology, Atlanta, Georgia, USA.

出版信息

PM R. 2023 Nov;15(11):1403-1410. doi: 10.1002/pmrj.12963. Epub 2023 May 12.

Abstract

BACKGROUND

Task-specific motor training and repetitive practice are essential components of clinical rehabilitation. Emerging evidence suggests that incorporating gaming interfaces (also referred to as "exergames"), including virtual reality and augmented reality (VR/AR)-based interfaces for motor training, can enhance the engagement and efficacy of poststroke rehabilitation.

OBJECTIVE

To investigate perceptions of individuals with stroke regarding technology and exergames for rehabilitation.

DESIGN

This qualitative phenomenological study included a convenience sample of 11 individuals with stroke (61.7 ± 12.4 years, 6 women and 5 men, 63.5 ± 41.2 months post stroke).

SETTING

Community.

INTERVENTIONS

N/A.

OUTCOME MEASURES

Semistructured open-ended focus-group interviews to understand their perceptions on technology and exergames to improve recovery were coded using thematic content analysis.

RESULTS

Individuals with stroke were comfortable using smartphones, computers, and rehabilitation technologies but had limited experiences using exergames and VR/AR devices. Individuals with stroke were motivated to use technologies and exergames to improve their functional recovery. Participants identified facilitators (eg, enhancing functional recovery, feedback, therapist supervision) and barriers (eg, safety, inaccessibility, inadequate knowledge) to adopting exergames in their daily lives. Participants wanted the exergames to be customizable, goal oriented, and enjoyable to maintain their engagement. They were willing to use exergames to improve their functional recovery but indicated that these games could not replace the therapist's supervision.

CONCLUSIONS

Despite having limited experiences with exergames, people post stroke perceived that exergames could promote functional recovery. The perspectives gained from the present study can inform user-centered game design for neurorehabilitation.

摘要

背景

特定任务的运动训练和重复练习是临床康复的重要组成部分。新出现的证据表明,将游戏界面(也称为“健身游戏”)纳入其中,包括基于虚拟现实和增强现实(VR/AR)的运动训练界面,可以提高中风后康复的参与度和效果。

目的

调查中风患者对用于康复的技术和健身游戏的看法。

设计

这项定性现象学研究纳入了11名中风患者的便利样本(年龄61.7±12.4岁,6名女性和5名男性,中风后63.5±41.2个月)。

地点

社区。

干预措施

无。

结果测量

采用主题内容分析法对半结构化开放式焦点小组访谈进行编码,以了解他们对技术和健身游戏促进康复的看法。

结果

中风患者使用智能手机、电脑和康复技术时感到自在,但使用健身游戏和VR/AR设备的经验有限。中风患者有动力使用技术和健身游戏来改善功能恢复。参与者确定了在日常生活中采用健身游戏的促进因素(如增强功能恢复、反馈、治疗师监督)和障碍(如安全性、无法获取、知识不足)。参与者希望健身游戏能够定制、以目标为导向且有趣,以保持他们的参与度。他们愿意使用健身游戏来改善功能恢复,但表示这些游戏不能取代治疗师的监督。

结论

尽管中风患者对健身游戏的经验有限,但他们认为健身游戏可以促进功能恢复。本研究获得的观点可为以用户为中心的神经康复游戏设计提供参考。

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