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虚拟现实与主动视频游戏在偏瘫儿童强化双手疗法项目中的整合

Virtual Reality and Active Video Game Integration within an Intensive Bimanual Therapy Program for Children with Hemiplegia.

作者信息

Ferron Audrey, Robert Maxime T, Fortin William, Bau Odette, Cardinal Marie-Claude, Desgagné Julie, Saussez Geoffroy, Bleyenheuft Yannick, Levac Danielle

机构信息

Centre Hospitalier Universitaire Sainte-Justine - Research Center, Montreal, Canada.

Faculté de Médecine, Université Laval, Quebec, Canada.

出版信息

Phys Occup Ther Pediatr. 2024;44(3):410-426. doi: 10.1080/01942638.2023.2259462. Epub 2023 Oct 16.

DOI:10.1080/01942638.2023.2259462
PMID:37846035
Abstract

AIMS

To describe the nature of custom and non-custom virtual reality and active video game (VR/AVG) implementation within a Hand-Arm Bimanual Intensive Therapy Including Lower Extremities (HABIT-ILE) intervention program for children with hemiplegia.

METHODS

Six children aged 8-11 years participated in a 10-day HABIT-ILE intervention (65 h; 6.5 planned VR/AVG hours). VR/AVG implementation details were recorded daily and summarized with descriptive statistics; active motor engagement was quantified as minutes of active game participation. Post-intervention interviews with interventionists were analyzed with qualitative content analysis.

RESULTS

On average, participants received 79% of the planned VR/AVG dosage (314/400 planned minutes, range 214-400 min), of which the per-session active motor engagement average was 68% (27 min, SD 12 min). Participation involved equivalent amounts of custom (49%) and non-custom (51%) VR/AVG system use. Material and verbal adaptations facilitated alignment with HABIT-ILE principles. Interventionists identified type of task (gross versus fine motor), children's perceived motivation, and VR/AVG attributes as factors influencing active motor engagement and alignment with HABIT-ILE principles.

CONCLUSIONS

Describing individual and technological challenges of VR/AVG integration within HABIT-ILE can advance knowledge about VR/AVG use in intensive interventions and identify directions for subsequent research.

摘要

目的

描述在一项针对偏瘫儿童的包括下肢的手臂双手强化治疗(HABIT-ILE)干预计划中,定制和非定制虚拟现实及主动视频游戏(VR/AVG)的实施情况。

方法

6名8至11岁的儿童参与了为期10天的HABIT-ILE干预(65小时;计划的VR/AVG时长为6.5小时)。每天记录VR/AVG的实施细节并用描述性统计进行总结;将主动运动参与量化为主动游戏参与的分钟数。对干预人员进行的干预后访谈采用定性内容分析法进行分析。

结果

参与者平均接受了计划VR/AVG剂量的79%(314/400计划分钟,范围为214 - 400分钟),其中每次课程的主动运动参与平均为68%(27分钟,标准差12分钟)。参与涉及等量的定制(49%)和非定制(51%)VR/AVG系统使用。材料和语言调整有助于与HABIT-ILE原则保持一致。干预人员将任务类型(粗大运动与精细运动)、儿童的感知动机以及VR/AVG属性确定为影响主动运动参与和与HABIT-ILE原则保持一致的因素。

结论

描述VR/AVG在HABIT-ILE中整合的个体和技术挑战,可以推进关于VR/AVG在强化干预中使用的知识,并确定后续研究的方向。

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