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Perceptions of stroke survivors regarding factors affecting adoption of technology and exergames for rehabilitation.
Krishnan, Shilpa; Mandala, Mahender A; Wolf, Steven L; Howard, Ayanna; Kesar, Trisha M.
Afiliação
  • Krishnan S; Division of Physical Therapy, Department of Rehabilitation Medicine, Emory University School of Medicine, Atlanta, Georgia, USA.
  • Mandala MA; School of Interactive Computing, College of Computing, Georgia Institute of Technology, Atlanta, Georgia, USA.
  • Wolf SL; Division of Physical Therapy, Department of Rehabilitation Medicine, Emory University School of Medicine, Atlanta, Georgia, USA.
  • Howard A; Center for Visual and Neurocognitive Rehabilitation, Atlanta Veterans Affairs Health Care Center.
  • Kesar TM; School of Interactive Computing, College of Computing, Georgia Institute of Technology, Atlanta, Georgia, USA.
PM R ; 15(11): 1403-1410, 2023 Nov.
Article em En | MEDLINE | ID: mdl-36787167
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.
Assuntos

Texto completo: 1 Coleções: 01-internacional Base de dados: MEDLINE Assunto principal: Acidente Vascular Cerebral / Reabilitação do Acidente Vascular Cerebral Tipo de estudo: Prognostic_studies / Qualitative_research Limite: Female / Humans / Male Idioma: En Revista: PM R Assunto da revista: MEDICINA FISICA / REABILITACAO / TRAUMATOLOGIA Ano de publicação: 2023 Tipo de documento: Article País de afiliação: Estados Unidos

Texto completo: 1 Coleções: 01-internacional Base de dados: MEDLINE Assunto principal: Acidente Vascular Cerebral / Reabilitação do Acidente Vascular Cerebral Tipo de estudo: Prognostic_studies / Qualitative_research Limite: Female / Humans / Male Idioma: En Revista: PM R Assunto da revista: MEDICINA FISICA / REABILITACAO / TRAUMATOLOGIA Ano de publicação: 2023 Tipo de documento: Article País de afiliação: Estados Unidos