主题分析
康复
神经康复
心理学
冲程(发动机)
心理干预
应用心理学
焦点小组
感知
物理医学与康复
定性研究
医学
物理疗法
精神科
机械工程
社会科学
营销
神经科学
社会学
工程类
业务
作者
Shilpa Krishnan,Mahender Mandala,Steven L. Wolf,Ayanna M. Howard,Trisha M. Kesar
出处
期刊:Pm&r
[Wiley]
日期:2023-05-12
卷期号:15 (11): 1403-1410
摘要
Abstract Background Task‐specific motor training and repetitive practice are essential components of clinical rehabilitation. Emerging evidence suggests that incorporating gaming interfaces (also referred to as “exergames”), including virtual reality and augmented reality (VR/AR)‐based interfaces for motor training, can enhance the engagement and efficacy of poststroke rehabilitation. Objective To investigate perceptions of individuals with stroke regarding technology and exergames for rehabilitation. Design This qualitative phenomenological study included a convenience sample of 11 individuals with stroke (61.7 ± 12.4 years, 6 women and 5 men, 63.5 ± 41.2 months post stroke). Setting Community. Interventions N/A. Outcome Measures Semistructured open‐ended focus‐group interviews to understand their perceptions on technology and exergames to improve recovery were coded using thematic content analysis. Results Individuals with stroke were comfortable using smartphones, computers, and rehabilitation technologies but had limited experiences using exergames and VR/AR devices. Individuals with stroke were motivated to use technologies and exergames to improve their functional recovery. Participants identified facilitators (eg, enhancing functional recovery, feedback, therapist supervision) and barriers (eg, safety, inaccessibility, inadequate knowledge) to adopting exergames in their daily lives. Participants wanted the exergames to be customizable, goal oriented, and enjoyable to maintain their engagement. They were willing to use exergames to improve their functional recovery but indicated that these games could not replace the therapist's supervision. Conclusions Despite having limited experiences with exergames, people post stroke perceived that exergames could promote functional recovery. The perspectives gained from the present study can inform user‐centered game design for neurorehabilitation.
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