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Usability Test of Exercise Games Designed for Rehabilitation of Elderly Patients After Hip Replacement Surgery: Pilot Study

机译:专为老年人髋关节置换术后康复而设计的运动游戏的可用性测试:初步研究

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Background Patients who receive rehabilitation after hip replacement surgery are shown to have increased muscle strength and better functional performance. However, traditional physiotherapy is often tedious and leads to poor adherence. Exercise games, provide ways for increasing the engagement of elderly patients and increase the uptake of rehabilitation exercises. Objective The objective of this study was to evaluate Fietsgame (Dutch for cycling game ), which translates existing rehabilitation exercises into fun exercise games. The system connects exercise games with a patient’s personal record and a therapist interface by an Internet of Things server. Thus, both the patient and physiotherapist can monitor the patient’s medical status. Methods This paper describes a pilot study that evaluates the usability of the Fietsgame. The study was conducted in a rehabilitation center with 9 participants, including 2 physiotherapists and 7 patients. The patients were asked to play 6 exercise games, each lasting about 5 min, under the guidance of a physiotherapist. The mean age of the patients was 74.57 years (standard deviation [SD] 8.28); all the patients were in the recovery process after hip surgery. Surveys were developed to quantitatively measure the usability factors, including presence, enjoyment, pain, exertion, and technology acceptance. Comments on advantages and suggested improvements of our game system provided by the physiotherapists and patients were summarized and their implications were discussed. Results The results showed that after successfully playing the games, 75% to 100% of the patients experienced high levels of enjoyment in all the games except the squats game. Patients reported the highest level of exertion in squats when compared with other exercise games. Lunges resulted in the highest dropout rate (43%) due to interference with the Kinect v2 from support chairs. All the patients (100%) found the game system useful and easy to use, felt that it would be a useful tool in their further rehabilitation, and expressed that they would like to use the game in the future. The therapists indicated that the exercise games highly meet the criteria of motor rehabilitation, and they intend to continue using the game as part of their rehabilitation treatment of patients. Comments from the patients and physiotherapists suggest that real-time corrective feedback when patients perform the exercises wrongly and a more personalized user interface with options for increasing or decreasing cognitive load are needed. Conclusions The results suggest that Fietsgame can be used as an alternative tool to traditional motor rehabilitation for patients with hip surgery. Lunges and squats are found to be more beneficial for patients who have relatively better balance skills. A follow-up randomized controlled study will be conducted to test the effectiveness of the Fietsgame to investigate how motivating it is over a longer period of time.
机译:背景技术在髋关节置换手术后接受康复治疗的患者被证明具有增强的肌肉力量和更好的功能表现。但是,传统的理疗通常很乏味,导致依从性差。锻炼游戏为增加老年患者的参与度和增加康复锻炼的接受度提供了方法。目的这项研究的目的是评估Fietsgame(荷兰自行车运动游戏),它将现有的康复锻炼转化为有趣的锻炼游戏。该系统通过物联网服务器将健身游戏与患者的个人记录和治疗师界面相连接。因此,患者和物理治疗师都可以监视患者的医疗状况。方法本文介绍了一项评估Fietsgame可用性的初步研究。该研究在康复中心进行,共有9名参与者,其中包括2名物理治疗师和7名患者。要求患者在物理治疗师的指导下进行6次运动,每次运动约持续5分钟。患者的平均年龄为74.57岁(标准差[SD] 8.28);所有患者均在髋关节手术后恢复。开展调查以量化衡量可用性因素,包括存在,享受,痛苦,努力和技术接受度。总结了物理治疗师和患者对我们游戏系统的优势的评论和建议的改进,并讨论了其含义。结果结果表明,在成功玩游戏之后,除下蹲游戏外,所有游戏中有75%至100%的患者体验到高水平的娱乐。与其他运动游戏相比,患者报告的深蹲运动水平最高。由于支撑椅干扰Kinect v2,因此导致最高的辍学率(43%)。所有患者(100%)都认为该游戏系统有用且易于使用,认为这将是进一步康复的有用工具,并表示他们希望将来使用该游戏。治疗师指出,运动游戏非常符合运动康复的标准,他们打算继续使用该运动作为患者康复治疗的一部分。来自患者和理疗师的评论表明,当患者错误地进行锻炼时,需要实时的矫正反馈,并且需要更加个性化的用户界面以及增加或减少认知负荷的选项。结论结果表明,Fietsgame可作为髋关节手术患者传统运动康复的替代工具。人们发现,对于平衡能力相对较好的患者,深蹲和深蹲更有利。一项后续的随机对照研究将进行测试,以测试Fietsgame的有效性,以调查其在较长时间内的动机。

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