• 文献检索
  • 文档翻译
  • 深度研究
  • 学术资讯
  • Suppr Zotero 插件Zotero 插件
  • 邀请有礼
  • 套餐&价格
  • 历史记录
应用&插件
Suppr Zotero 插件Zotero 插件浏览器插件Mac 客户端Windows 客户端微信小程序
定价
高级版会员购买积分包购买API积分包
服务
文献检索文档翻译深度研究API 文档MCP 服务
关于我们
关于 Suppr公司介绍联系我们用户协议隐私条款
关注我们

Suppr 超能文献

核心技术专利:CN118964589B侵权必究
粤ICP备2023148730 号-1Suppr @ 2026

文献检索

告别复杂PubMed语法,用中文像聊天一样搜索,搜遍4000万医学文献。AI智能推荐,让科研检索更轻松。

立即免费搜索

文件翻译

保留排版,准确专业,支持PDF/Word/PPT等文件格式,支持 12+语言互译。

免费翻译文档

深度研究

AI帮你快速写综述,25分钟生成高质量综述,智能提取关键信息,辅助科研写作。

立即免费体验

让电子游戏对运动神经元疾病患者更具包容性:范围综述

Making Video Games More Inclusive for People Living With Motor Neuron Disease: Scoping Review.

作者信息

O'Mara Ben, Harrison Matthew, Harley Kirsten, Dwyer Natasha

机构信息

Department of Media & Communication, Faculty of Health, Arts & Design, Swinburne University, Melbourne, Australia.

Centre for Social Impact, University of New South Wales, Sydney, Australia.

出版信息

JMIR Rehabil Assist Technol. 2024 Dec 23;11:e58828. doi: 10.2196/58828.

DOI:10.2196/58828
PMID:39714921
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC11704651/
Abstract

BACKGROUND

Evidence suggests that individuals with motor neuron disease (MND), a terminal illness, find enjoyment and social connection through video games. However, MND-related barriers can make gaming challenging, exacerbating feelings of boredom, stress, isolation, and loss of control over daily life.

OBJECTIVE

We scoped the evidence to describe relevant research and practice regarding what may help reduce difficulties for people with MND when playing video games.

METHODS

A scoping review was conducted using the Arksey and O'Malley framework, recent scoping review guidance, and engaging with people with lived experience of MND. Peer-reviewed studies were sourced from PubMed and the Swinburne University of Technology Library. Gray literature was identified from government, not-for-profit, commercial, and community websites. Data were extracted and summarized from the collected literature.

RESULTS

The evidence base, consisting of quantitative and qualitative research, lived experience stories, information resources, reviews, and guidelines, included 85 documents. Only 8 (9%) directly addressed video games and people with MND; however, these studies were limited in depth and quality. The primary technologies examined included customized information and communications technology for communication and control of computing systems (including desktop, laptop, smartphone, tablet, and console systems) and video game software and hardware (including hand controllers and accessibility features, such as difficulty level, speed, and remappable buttons and controls). Common factors in the evidence base highlight barriers and enablers to enjoying video games for people with MND. These include technological, physical, social, and economic challenges. Addressing these requires greater involvement of people with MND in game and technology research and development. Changes to information and communications technology, game software and hardware, policies, and guidelines are needed to better meet their needs.

CONCLUSIONS

There is a significant gap in understanding the lived experience of people with MND with video games and what makes playing them easier, including appropriate customization of technology and the social experience of games. This gap perpetuates exclusion from gaming communities and recreation, potentially worsening social isolation. Existing evidence suggesting viable options for future research and practice. Video game and information and communications technology research and development must prioritize qualitative and quantitative research with people with MND at an appropriate scale, with a focus on lived experience, use of improved participant engagement techniques, and user-focused design for more inclusive games. Practical work needs to increase awareness of what can help make games more inclusive, including incorporation of accessibility early in the game production process, early incorporation of accessibility in game production, and affordable options for customized interfaces and other devices to play games.

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/5a8c/11704651/ed51347260b1/rehab_v11i1e58828_fig2.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/5a8c/11704651/9762df9e2467/rehab_v11i1e58828_fig1.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/5a8c/11704651/ed51347260b1/rehab_v11i1e58828_fig2.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/5a8c/11704651/9762df9e2467/rehab_v11i1e58828_fig1.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/5a8c/11704651/ed51347260b1/rehab_v11i1e58828_fig2.jpg
摘要

背景

有证据表明,患有运动神经元病(MND,一种绝症)的个体通过电子游戏获得乐趣并建立社交联系。然而,与MND相关的障碍会使游戏具有挑战性,加剧无聊、压力、孤立感以及对日常生活失去掌控的感觉。

目的

我们梳理了相关证据,以描述关于哪些因素可能有助于减少MND患者玩电子游戏时所遇到困难的相关研究和实践。

方法

采用阿克西和奥马利框架、近期的范围综述指南,并与有MND生活经历的人合作进行了一项范围综述。同行评审研究来自PubMed和斯威本科技大学图书馆。灰色文献从政府、非营利组织、商业和社区网站中识别。从收集到的文献中提取并总结数据。

结果

证据库包括定量和定性研究、生活经历故事、信息资源、综述和指南,共85份文献。只有8份(9%)直接涉及电子游戏与MND患者;然而,这些研究在深度和质量上都有限。所研究的主要技术包括用于通信和控制计算系统(包括台式机、笔记本电脑、智能手机、平板电脑和游戏机系统)的定制信息通信技术以及电子游戏软件和硬件(包括手柄控制器和无障碍功能,如难度级别、速度以及可重新映射的按钮和控制)。证据库中的常见因素突出了MND患者玩电子游戏的障碍和促进因素。这些包括技术、身体、社会和经济方面的挑战。解决这些问题需要MND患者更多地参与游戏和技术研发。需要对信息通信技术、游戏软件和硬件、政策及指南进行变革,以更好地满足他们的需求。

结论

在理解MND患者玩电子游戏的生活经历以及哪些因素能使游戏更易上手方面存在显著差距,包括对技术的适当定制和游戏的社交体验。这种差距使他们被排除在游戏社区和娱乐活动之外的情况长期存在,可能会加剧社会孤立。现有证据为未来的研究和实践提供了可行的选择。电子游戏和信息通信技术的研发必须优先开展适当规模的针对MND患者的定性和定量研究,重点关注生活经历、采用改进的参与者参与技巧以及以用户为中心设计更具包容性的游戏。实际工作需要提高对哪些因素有助于使游戏更具包容性的认识,包括在游戏制作过程早期纳入无障碍功能、为定制界面和其他游戏设备提供经济实惠的选择。

相似文献

1
Making Video Games More Inclusive for People Living With Motor Neuron Disease: Scoping Review.让电子游戏对运动神经元疾病患者更具包容性:范围综述
JMIR Rehabil Assist Technol. 2024 Dec 23;11:e58828. doi: 10.2196/58828.
2
Beyond the black stump: rapid reviews of health research issues affecting regional, rural and remote Australia.超越黑木树:影响澳大利亚地区、农村和偏远地区的健康研究问题的快速综述。
Med J Aust. 2020 Dec;213 Suppl 11:S3-S32.e1. doi: 10.5694/mja2.50881.
3
Communications Technology and Motor Neuron Disease: An Australian Survey of People With Motor Neuron Disease.通信技术与运动神经元病:澳大利亚运动神经元病患者调查
JMIR Rehabil Assist Technol. 2016 Jan 25;3(1):e2. doi: 10.2196/rehab.4017.
4
Digital Game Interventions for Youth Mental Health Services (Gaming My Way to Recovery): Protocol for a Scoping Review.青少年心理健康服务的数字游戏干预措施(游戏助我康复之路):一项范围综述的方案
JMIR Res Protoc. 2020 Jun 24;9(6):e13834. doi: 10.2196/13834.
5
Assessment of Active Video Gaming Using Adapted Controllers by Individuals With Physical Disabilities: A Protocol.使用适配控制器对身体残疾个体进行主动视频游戏评估:一项方案。
JMIR Res Protoc. 2017 Jun 16;6(6):e116. doi: 10.2196/resprot.7621.
6
Exploring technology use among older adults with intellectual disabilities: barriers, opportunities, and the role of advanced technologies.探索智障老年人的技术使用情况:障碍、机遇及先进技术的作用。
Disabil Rehabil Assist Technol. 2025 Apr 28:1-12. doi: 10.1080/17483107.2025.2498566.
7
Folic acid supplementation and malaria susceptibility and severity among people taking antifolate antimalarial drugs in endemic areas.在流行地区,服用抗叶酸抗疟药物的人群中,叶酸补充剂与疟疾易感性和严重程度的关系。
Cochrane Database Syst Rev. 2022 Feb 1;2(2022):CD014217. doi: 10.1002/14651858.CD014217.
8
Toward Inclusive Approaches in the Design, Development, and Implementation of eHealth in the Intellectual Disability Sector: Scoping Review.在智力残疾领域中设计、开发和实施电子健康的包容性方法:范围综述。
J Med Internet Res. 2023 May 30;25:e45819. doi: 10.2196/45819.
9
The future of Cochrane Neonatal.考克兰新生儿协作网的未来。
Early Hum Dev. 2020 Nov;150:105191. doi: 10.1016/j.earlhumdev.2020.105191. Epub 2020 Sep 12.
10
Habits and Attitudes of Video Gaming and Information Technology Use in People with Schizophrenia: Cross-Sectional Survey.精神分裂症患者的视频游戏和信息技术使用习惯与态度:横断面调查。
J Med Internet Res. 2020 Jul 22;22(7):e14865. doi: 10.2196/14865.

本文引用的文献

1
Developing a digital mind body medicine supportive care intervention for people with amyotrophic lateral sclerosis using stakeholder engagement and design thinking.运用利益相关者参与和设计思维,为肌萎缩侧索硬化症患者开发一种数字身心医学支持性护理干预措施。
Digit Health. 2024 May 20;10:20552076241255928. doi: 10.1177/20552076241255928. eCollection 2024 Jan-Dec.
2
Patient engagement in research: lessons learned from CAPTURE ALS, a longitudinal observational ALS study.患者参与研究:从 CAPTURE ALS(一项纵向观察性 ALS 研究)中吸取的经验教训。
Amyotroph Lateral Scler Frontotemporal Degener. 2024 Aug;25(5-6):634-643. doi: 10.1080/21678421.2024.2328599. Epub 2024 Mar 22.
3
Big Mistake: Knowing and Doing Better in Patient Engagement.
大错特错:了解并更好地参与患者治疗。
Hastings Cent Rep. 2023 Nov;53(6):2. doi: 10.1002/hast.1537.
4
Gamification and neurological motor rehabilitation in children and adolescents: a systematic review.游戏化与儿童和青少年神经运动康复:系统综述。
Neurologia (Engl Ed). 2024 Jan-Feb;39(1):63-83. doi: 10.1016/j.nrleng.2023.12.006. Epub 2023 Dec 7.
5
HD-DRUM, a Tablet-Based Drumming Training App Intervention for People With Huntington Disease: App Development Study.HD-DRUM,一款针对亨廷顿病患者的基于平板电脑的击鼓训练应用程序干预措施:应用程序开发研究。
JMIR Form Res. 2023 Oct 6;7:e48395. doi: 10.2196/48395.
6
Literature searching methods or guidance and their application to public health topics: A narrative review.文献检索方法或指南及其在公共卫生主题中的应用:叙述性综述。
Health Info Libr J. 2022 Mar;39(1):6-21. doi: 10.1111/hir.12414. Epub 2021 Dec 1.
7
Emotional distress and well-being among people with motor neurone disease (MND) and their family caregivers: a qualitative interview study.运动神经元病患者及其家属的情绪困扰和幸福感:一项定性访谈研究。
BMJ Open. 2021 Aug 17;11(8):e044724. doi: 10.1136/bmjopen-2020-044724.
8
Noninvasive Electroencephalography Equipment for Assistive, Adaptive, and Rehabilitative Brain-Computer Interfaces: A Systematic Literature Review.用于辅助、适应和康复脑机接口的非侵入性脑电图设备:系统文献综述。
Sensors (Basel). 2021 Jul 12;21(14):4754. doi: 10.3390/s21144754.
9
People with amyotrophic lateral sclerosis and their caregivers: what matters most?肌萎缩侧索硬化症患者及其照料者:最重要的是什么?
BMJ Support Palliat Care. 2021 Apr 8. doi: 10.1136/bmjspcare-2020-002741.
10
A Framework for a New Approach to Empower Users Through Low-Cost and Do-It-Yourself Assistive Technology.通过低成本和 DIY 辅助技术为用户赋权的新方法框架。
Int J Environ Res Public Health. 2021 Mar 16;18(6):3039. doi: 10.3390/ijerph18063039.