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The implementation of videogames in healthcare: The case of Nintendo Wii® in rehabilitation

机译:电子游戏在医疗保健中的实施:任天堂Wii®在康复中的案例

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The main objective of this work was to answer the question “How are videogames implemented in healthcare organizations to be used as therapy instruments?”. This question emerged in the intersection of the recent increasing interest in the use of this type of technologies in therapy, with the importance of the implementation process for organizations to use a technology in its full potential. A multiple case study was performed, using three cases of implementations of Nintendo Wii console as a therapy instrument in rehabilitation clinics. The cases were used to compare the implementation of the same technology in organizations with the same core activity. The implementation processes were characterized and compared in light of the well-established literature about implementations of technologies, which led to a preliminary conceptual generalization of the implementation of videogames in healthcare organizations when they are intended to be used as therapy tools, highlighting the key characteristics of such projects. From this research it was possible to conclude that when adopting a console such as Nintendo Wii with rehabilitation purposes, the adoption decision seems to be predominantly informal; the stage of preparation of the implementation (when therapists conveniently prepare themselves to start using the console in their treatments) is quite important for the implementation process; the implementation of a technology such as Nintendo Wii occurs as a mutual adaptation process although with characteristics of a learning implementation, where adaptations occur mostly in the adopter; and, even though there may not be in place the best conditions to use the technology in its full potential, the efforts to routinize it may help overcoming the resistance to use it that results from those lack of conditions
机译:这项工作的主要目的是回答以下问题:“如何在医疗机构中实施视频游戏以用作治疗工具?”。这个问题出现在最近对在治疗中使用这种技术的兴趣日益增加的交集中,对于组织充分利用其全部潜力的技术的实施过程的重要性。使用Nintendo Wii控制台的三个实施案例作为康复诊所中的治疗工具,进行了多案例研究。这些案例用于比较具有相同核心活动的组织中相同技术的实施情况。根据有关技术实现的公认文献对实现过程进行了特征描述和比较,从而在将医疗游戏用作治疗工具时对视频游戏的实现进行了初步的概念概括,突出了关键特征这样的项目。从这项研究中可以得出结论,当采用具有康复目的的Nintendo Wii之类的控制台时,采用决定似乎主要是非正式的。实施的准备阶段(当治疗师方便地准备自己开始在治疗中使用控制台时)对于实施过程非常重要; Nintendo Wii等技术的实现是相互适应的过程,尽管具有学习实现的特征,其中适应主要发生在采用者中;并且,即使可能没有最佳的条件来充分利用该技术,但对其进行常规化的努力可能有助于克服由于缺乏条件而导致的使用该技术的阻力。

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