...
首页> 外文期刊>JMIR Serious Games >User Perspectives on Exergames Designed to Explore the Hemineglected Space for Stroke Patients With Visuospatial Neglect: Usability Study
【24h】

User Perspectives on Exergames Designed to Explore the Hemineglected Space for Stroke Patients With Visuospatial Neglect: Usability Study

机译:设计用于探索视空间疏忽的中风患者的偏心空间的Exergames用户观点:可用性研究

获取原文
           

摘要

Background Visuospatial neglect due to stroke is characterized by the inability to perceive stimuli emerging in the area opposite to the side of brain damage. Besides adopting conventional rehabilitation methods to treat neglect symptoms, the use of virtual reality (VR) is becoming increasingly popular. We designed a series of 9 exergames aimed to improve exploration of the neglected side of space. When new VR interventions are designed, it is important to assess the usability aspects of such management strategies within the target population. To date, most studies used questionnaires to assess user satisfaction with the intervention or product being tested. However, only a combination of both quantitative and qualitative data allows a full picture of user perspective. Objective The purpose of this study was to quantitatively and qualitatively assess patient and therapist perspectives of a VR intervention based on the series of 9 exergames designed to explore hemineglected space. Specifically, we wanted to evaluate (1) perceived-user friendliness of the exergames, (2) attitude towards using the exergames, and (3) intention to use the exergames in the future. Methods A total of 19 participants (7 patients, 12 therapists) evaluated the exergames they had used 5 times a week during 3 weeks. The Technology Acceptance Model (TAM) questionnaire was filled out after the intervention. Based on those responses, we conducted focus group interviews (with therapists) and individual interviews (with patients). To analyze the TAM questionnaires, we used descriptive statistics. We adopted content and comparative analysis to analyze the interviews and drew illustration maps to analyze the focus group interviews. Results The therapists took a more critical stance with a mean TAM questionnaire total score of 48.6 (SD 4.5) compared to the patients who had a mean total score of 56.1 (SD 12.3). The perceived user-friendliness score was 5.6 (SD 1.4) for patients and 4.9 (SD 1.4) for therapists. The attitude towards using the exergames was rated 4.8 (SD 1.9) by patients and 3.6 (SD 1.4) by therapists, respectively. The intention to use the exergames in the future was rated 3.9 (SD 2.1) by patients and 3.7 (SD 1.8) by therapists. We gained information on how to improve the exergames in the interviews. Conclusions Patients and therapists perceived the exergames as user-friendly; however, using the games further with the actual test version was not perceived as conceivable. The therapists were generally more critical towards future use than the patients. Therefore, involving both users to achieve acceptable and user-friendly versions of game-based rehabilitation for the future is deemed crucial and warranted. Trial Registration Clinicaltrials.gov {"type":"clinical-trial","attrs":{"text":"NCT02353962","term_id":"NCT02353962"}} NCT02353962 ; https://clinicaltrials.gov/ct2/show/ {"type":"clinical-trial","attrs":{"text":"NCT02353962","term_id":"NCT02353962"}} NCT02353962 (Archived by WebCite at http://www.webcitation.org/6soxIJlAZ).
机译:背景技术由于中风而导致的视空间上的疏忽的特征在于无法感知在脑损伤一侧相对的区域出现的刺激。除了采用传统的康复方法来治疗被忽视的症状外,虚拟现实(VR)的使用也变得越来越流行。我们设计了9个exergame系列游戏,旨在改善对被忽视空间的探索。在设计新的VR干预措施时,重要的是评估目标人群中此类管理策略的可用性方面。迄今为止,大多数研究都使用问卷来评估用户对所测试的干预措施或产品的满意度。但是,只有定量和定性数据的组合才可以全面了解用户的观点。目的这项研究的目的是基于9个旨在探索偏僻空间的运动游戏,从数量和质量上评估VR干预的患者和治疗师的观点。具体来说,我们想评估(1)游戏体验的用户友好度,(2)使用游戏体验的态度,以及(3)将来使用游戏体验的意图。方法共有19名参与者(7名患者,12名治疗师)评估了他们在3周内每周使用5次的运动游戏。干预后,填写了技术接受模型(TAM)问卷。基于这些回答,我们进行了焦点小组访谈(与治疗师)和个人访谈(与患者)。为了分析TAM问卷,我们使用了描述性统计数据。我们采用内容和比较分析法对访谈进行了分析,并绘制了插图地图来分析焦点小组访谈。结果与平均总得分为56.1(SD 12.3)的患者相比,治疗师持更为严格的态度,TAM问卷的平均得分为48.6(SD 4.5)。患者的感知用户友好评分为5.6(SD 1.4),治疗师为4.9(SD 1.4)。患者对使用exergames的态度分别为4.8(SD 1.9)和治疗师3.6(SD 1.4)。未来患者使用exergames的意图被患者评为3.9(SD 2.1),而治疗师则被评为3.7(SD 1.8)。我们在访谈中获得了有关如何改善运动游戏的信息。结论患者和治疗师认为游戏是用户友好的。但是,将游戏与实际测试版本一起使用是不可能的。与患者相比,治疗师通常对将来的使用更为严格。因此,让两个用户共同为将来实现基于游戏的康复提供可接受的和用户友好的版本被认为是至关重要的。试用注册Clinicaltrials.gov {“ type”:“ clinical-trial”,“ attrs”:{“ text”:“ NCT02353962”,“ term_id”:“ NCT02353962”}}} NCT02353962; https://clinicaltrials.gov/ct2/show/ {“ type”:“ clinical-trial”,“ attrs”:{“ text”:“ NCT02353962”,“ term_id”:“ NCT02353962”}} NCT02353962(由WebCite存档在http://www.webcitation.org/6soxIJlAZ)。

著录项

相似文献

  • 外文文献
  • 中文文献
  • 专利
获取原文

客服邮箱:kefu@zhangqiaokeyan.com

京公网安备:11010802029741号 ICP备案号:京ICP备15016152号-6 六维联合信息科技 (北京) 有限公司©版权所有
  • 客服微信

  • 服务号