• 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

多发性硬化症患者对通过虚拟现实运动游戏改善身体功能和认知的看法:一项定性研究。

Views of people with MS regarding VR-exergaming to improve physical function and cognition: a qualitative study.

作者信息

Moeinzadeh Amir Majid, Calder Allyson, Petersen Carl, Hoermann Simon

机构信息

Faculty of Health, University of Canterbury, Christchurch, New Zealand.

School of Physiotherapy, University of Otago, Christchurch, New Zealand.

出版信息

Disabil Rehabil. 2025 Feb 20:1-10. doi: 10.1080/09638288.2025.2461265.

DOI:10.1080/09638288.2025.2461265
PMID:39976253
Abstract

PURPOSE

To investigate the perceptions and experiences of people with MS (PwMS) regarding immersive VR-exergaming as a potential enhancement to rehabilitation programs.

MATERIALS AND METHODS

A qualitative descriptive approach explored the experiences of PwMS in Christchurch, New Zealand. Data were collected through semi-structured interviews during which participants ( = 6) trialed immersive VR-exergaming. Inductive reflexive thematic analysis interpreted their experiences. The study adhered to the Consolidated Criteria for Reporting Qualitative Research (COREQ) guidelines.

RESULTS

Three main themes identified: 1) Physical Activity for Fun, Fitness, and Wellness: Participants valued physical activity for symptom management but faced barriers like self-efficacy and accessibility. 2) Perceived Benefits of Rehabilitation: VR-exergaming was seen as a tool to improve physical capabilities, cognition, and alleviate fatigue. 3) The VR Gaming Experience, Perceptions Pre- and Post-VR Trial: Participants had varying familiarity with VR-exergaming but expressed positive perceptions, noting safety, cost, comfort, and setup challenges.

CONCLUSIONS

PwMS value physical activity for maintaining abilities but face barriers like self-efficacy and accessibility. VR-exergaming received positive feedback for enhancing physical abilities. Safety and comfort issues need addressing. Further research should explore usability and effectiveness, considering the needs and preferences of PwMS.

摘要

目的

探讨多发性硬化症患者(PwMS)对沉浸式虚拟现实运动游戏作为康复计划潜在增强手段的看法和体验。

材料与方法

采用定性描述方法探讨了新西兰克赖斯特彻奇市PwMS的体验。通过半结构化访谈收集数据,在此期间,参与者(n = 6)试用了沉浸式虚拟现实运动游戏。归纳反思主题分析解释了他们的体验。该研究遵循定性研究报告统一标准(COREQ)指南。

结果

确定了三个主要主题:1)为了乐趣、健身和健康而进行体育活动:参与者重视体育活动对症状管理的作用,但面临自我效能感和可及性等障碍。2)康复的感知益处:虚拟现实运动游戏被视为提高身体能力、认知能力和减轻疲劳的工具。3)虚拟现实游戏体验、虚拟现实试验前后的看法:参与者对虚拟现实运动游戏的熟悉程度各不相同,但表达了积极的看法,指出了安全性、成本、舒适度和设置方面的挑战。

结论

PwMS重视体育活动对维持能力的作用,但面临自我效能感和可及性等障碍。虚拟现实运动游戏在增强身体能力方面获得了积极反馈。安全和舒适问题需要解决。进一步的研究应考虑PwMS的需求和偏好,探索其可用性和有效性。

相似文献

1
Views of people with MS regarding VR-exergaming to improve physical function and cognition: a qualitative study.多发性硬化症患者对通过虚拟现实运动游戏改善身体功能和认知的看法:一项定性研究。
Disabil Rehabil. 2025 Feb 20:1-10. doi: 10.1080/09638288.2025.2461265.
2
Assessing virtual reality acceptance in long-term care facilities: a quantitative study with older adults.评估长期护理机构中的虚拟现实接受度:一项针对老年人的定量研究。
Disabil Rehabil Assist Technol. 2024 Oct;19(7):2602-2614. doi: 10.1080/17483107.2023.2295946. Epub 2023 Dec 26.
3
Application of Virtual Reality-Assisted Exergaming on the Rehabilitation of Children with Cerebral Palsy: A Systematic Review and Meta-Analysis.虚拟现实辅助运动游戏在脑瘫儿童康复中的应用:系统评价与Meta分析
J Clin Med. 2023 Nov 14;12(22):7091. doi: 10.3390/jcm12227091.
4
Comparing virtual reality exergaming with conventional exercise in rehabilitation of people with multiple sclerosis: A systematic review.虚拟现实运动与常规运动在多发性硬化症康复中的比较:系统评价。
Neuropsychol Rehabil. 2023 Sep;33(8):1430-1455. doi: 10.1080/09602011.2022.2107021. Epub 2022 Aug 5.
5
Experiences of People With Persistent Nonspecific Neck Pain Who Used Immersive Virtual Reality Serious Games in the Home Setting: A Qualitative Study.在家中使用沉浸式虚拟现实严肃游戏的持续性非特异性颈部疼痛患者的体验:一项定性研究。
Phys Ther. 2025 Mar 3;105(3). doi: 10.1093/ptj/pzae149.
6
Virtual reality gaming in rehabilitation after stroke - user experiences and perceptions.虚拟现实游戏在中风康复中的应用——用户体验与看法。
Disabil Rehabil. 2022 Nov;44(22):6759-6765. doi: 10.1080/09638288.2021.1972351. Epub 2021 Aug 31.
7
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.
8
Younger Adolescents' Perceptions of Physical Activity, Exergaming, and Virtual Reality: Qualitative Intervention Development Study.青少年对体育活动、运动游戏和虚拟现实的认知:定性干预发展研究
JMIR Serious Games. 2019 Jun 17;7(2):e11960. doi: 10.2196/11960.
9
Cybersickness in People with Multiple Sclerosis Exposed to Immersive Virtual Reality.多发性硬化症患者在接触沉浸式虚拟现实时的网络病
Bioengineering (Basel). 2024 Jan 24;11(2):115. doi: 10.3390/bioengineering11020115.
10
Exercise-based gaming in patients with multiple sclerosis: A systematic review and meta-analysis.多发性硬化症患者基于运动的游戏:一项系统评价与荟萃分析。
Belitung Nurs J. 2024 Feb 28;10(1):1-14. doi: 10.33546/bnj.3006. eCollection 2024.