Pinos Cisneros Tamara Veronica, Brons Annette, Kröse Ben, Schouten Ben, Ludden Geke
Digital Life Centre, Amsterdam University of Applied Sciences, Amsterdam, Netherlands.
Interaction Design, University of Twente, Enschede, Netherlands.
JMIR Serious Games. 2023 Oct 16;11:e44904. doi: 10.2196/44904.
Innovative technologies such as game consoles and smart toys used with games or playful approaches have proven to be successful and attractive in providing effective and motivating hand therapy for children with cerebral palsy (CP). Thus, there is an increased interest in designing and implementing interventions that can improve the well-being of these children. However, to understand how and why these interventions are motivating children, we need a better understanding of the playful elements of technology-supported hand therapy.
This scoping review aims to identify the playful elements and the innovative technologies currently used in hand therapy for children with CP.
We included studies that design or evaluate interventions for children with CP that use innovative technologies with game or play strategies. Data were extracted and analyzed based on the type of technology, description of the system, and playful elements according to the Lenses of Play, a play design toolkit. A total of 31 studies were included in the analysis.
Overall, 54 papers were included in the analysis. The results showed high use of consumer technologies in hand therapy for children with CP. Although several studies have used a combination of consumer technologies with therapeutic-specific technologies, only a few studies focused on the exclusive use of therapeutic-specific technologies. To analyze the playfulness of these interventions that make use of innovative technologies, we focused our review on 3 lenses of play: Open-ended Play, where it was found that the characteristics of ludus, such as a structured form of play and defined goals and rules, were the most common, whereas strategies that relate to paidia were less common. The most commonly used Forms of Play were physical or active form and games with rules. Finally, the most popular Playful experiences were control, challenge, and competition.
The inventory and analysis of innovative technology and playful elements provided in this study can be a starting point for new developments of fun and engaging tools to assist hand therapy for children with CP.
事实证明,诸如游戏机和带有游戏或趣味性方法的智能玩具等创新技术,在为脑瘫(CP)儿童提供有效且具激励性的手部治疗方面是成功且有吸引力的。因此,人们对设计和实施能够改善这些儿童福祉的干预措施的兴趣日益增加。然而,为了理解这些干预措施如何以及为何能激励儿童,我们需要更好地了解技术支持的手部治疗中的趣味性元素。
本范围综述旨在确定目前在CP儿童手部治疗中使用的趣味性元素和创新技术。
我们纳入了为CP儿童设计或评估干预措施的研究,这些干预措施使用了带有游戏或玩耍策略的创新技术。根据游戏设计工具包“游戏视角”,基于技术类型、系统描述和趣味性元素提取并分析数据。分析共纳入31项研究。
总体而言,分析共纳入54篇论文。结果表明,消费技术在CP儿童手部治疗中的应用广泛。尽管有几项研究将消费技术与治疗专用技术结合使用,但只有少数研究专注于仅使用治疗专用技术。为了分析这些利用创新技术的干预措施的趣味性,我们的综述聚焦于3个游戏视角:开放式游戏,发现其中最常见的是游戏(ludus)的特征,如结构化的游戏形式、明确的目标和规则,而与嬉戏(paidia)相关的策略则较少见。最常用的游戏形式是身体或主动形式以及有规则的游戏。最后,最受欢迎的趣味性体验是控制、挑战和竞争。
本研究中提供的创新技术和趣味性元素的清单及分析,可为开发有趣且引人入胜的工具以辅助CP儿童手部治疗的新进展提供一个起点。