Zhang Bohan, Ding Ping, Hui Vivian, Wong Ka Po, Liu Yue, Liu Zihan, Xiao Qian, Qin Jing
Centre for Smart Health, School of Nursing, The Hong Kong Polytechnic University, Hung Hom, Kowloon, Hong Kong, China.
Outpatient Department, Hanshan Normal University, Chaozhou, Guangdong, China.
Digit Health. 2024 Oct 1;10:20552076241284830. doi: 10.1177/20552076241284830. eCollection 2024 Jan-Dec.
Dysphagia is highly prevalent worldwide, causing serious complications. Video-game based rehabilitation training can increase dysphagia patient motivation and adherence. However, the acceptance of video game systems by patients and healthcare providers is still not fully explored. This study aimed to explore the acceptance of the video game swallowing training system among potential users.
The in-depth interviews were conducted face-to-face between July and October 2023 at a rehabilitation center in China, with a sample size based on the principle of information saturation. Interviews were audio-recorded and transcribed verbatim, and the data were analyzed using theory-driven thematic analysis methods based on the technology acceptance model.
A total of 19 participants participated in the interviews, which included 11 hospitalized dysphagia patients, three rehabilitation therapists, one doctor, and four nurses. Three themes and seven subthemes were identified. Sufficient training content, interesting interaction between the game and the rehabilitation training, intuitive page design, and efficient training modes were related to the usefulness of the system; user-friendly page design and simple interface could make it easier for participants to use the system. Overall, the availability of the video game system for use without geographical or time limitations led to a high level of participant intention to use the system, but it is still challenging to use it in the real world.
The results of the study showed that participants were generally accepted and willing to use the video game system for dysphagia rehabilitation training. The video game-based swallowing function training system can be helpful in assisting with dysphagia rehabilitation.
吞咽困难在全球范围内高度流行,会引发严重并发症。基于视频游戏的康复训练可提高吞咽困难患者的积极性和依从性。然而,患者和医疗服务提供者对视频游戏系统的接受度仍未得到充分探索。本研究旨在探讨潜在用户对视频游戏吞咽训练系统的接受度。
于2023年7月至10月在中国的一家康复中心进行了面对面的深入访谈,样本量基于信息饱和原则确定。访谈进行了录音并逐字转录,数据采用基于技术接受模型的理论驱动主题分析方法进行分析。
共有19名参与者参加了访谈,其中包括11名住院吞咽困难患者、3名康复治疗师、1名医生和4名护士。确定了三个主题和七个子主题。充足的训练内容、游戏与康复训练之间有趣的互动、直观的页面设计以及高效的训练模式与系统的有用性相关;用户友好的页面设计和简单的界面可使参与者更易于使用该系统。总体而言,视频游戏系统不受地理或时间限制即可使用,这导致参与者使用该系统的意愿较高,但在现实世界中使用它仍具有挑战性。
研究结果表明,参与者普遍接受并愿意使用视频游戏系统进行吞咽困难康复训练。基于视频游戏的吞咽功能训练系统有助于辅助吞咽困难的康复。