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Perception of Game-Based Rehabilitation in Upper Limb Prosthetic Training: Survey of Users and Researchers

机译:对上肢中的基于比赛的康复的看法假肢训练:用户和研究人员的调查

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Background Serious games have been investigated for their use in multiple forms of rehabilitation for decades. The rising trend to use games for physical fitness in more recent years has also provided more options and garnered more interest for their use in physical rehabilitation and motor learning. In this study, we report the results of an opinion survey of serious games in upper limb prosthetic training. Objective This study investigates and contrasts the expectations and preferences for game-based prosthetic rehabilitation of people with limb difference and researchers. Methods Both participant groups answered open and closed questions as well as a questionnaire to assess their user types. The distribution of the user types was compared with a Pearson chi-square test against a sample population. The data were analyzed using the thematic framework method; answers fell within the themes of usability, training, and game design. Researchers shared their views on current challenges and what could be done to tackle these. Results A total of 14 people with limb difference and 12 researchers participated in this survey. The open questions resulted in an overview of the different views on prosthetic training games between the groups. The user types of people with limb difference and researchers were both significantly different from the sample population, with χ25=12.3 and χ25=26.5, respectively. Conclusions We found that the respondents not only showed a general willingness and tentative optimism toward the topic but also acknowledged hurdles limiting the adoption of these games by both clinics and users. The results indicate a noteworthy difference between researchers and people with limb difference in their game preferences, which could lead to design choices that do not represent the target audience. Furthermore, focus on long-term in-home experiments is expected to shed more light on the validity of games in upper limb prosthetic rehabilitation.
机译:背景技术几十年来,已经调查了以多种形式的康复的使用。更近年来,使用游戏的上升趋势也提供了更多的选择,并为其在物理康复和运动学习中使用而获得更多兴趣。在这项研究中,我们在上肢假肢训练中报告了对严重游戏的意见调查结果。目的本研究调查和造影基于肢体差异和研究人员的基于游戏的假体康复的期望和偏好。方法对参与者组回答开放和关闭的问题以及调查问卷,以评估其用户类型。将用户类型的分布与针对样本群体的Pearson Chi-Square测试进行比较。使用主题框架方法分析数据;答案落入可用性,培训和游戏设计的主题内。研究人员对当前的挑战分享了他们的看法,以及可以解决这些问题。结果共有14人肢体差异,12名研究人员参加了这项调查。开放性问题导致对群体之间的假肢培训游戏有所不同的看法概述。具有肢体差异和研究人员的用户类型与样本群体显着不同,分别与样本群体有显着不同,分别具有χ25= 12.3和χ25= 26.5。结论我们发现,受访者不仅向主题表达了一般意愿和初步乐观,而且还承认障碍通过诊所和用户限制了这些游戏的采用。结果表明,研究人员和肢体在游戏偏好中的差异之间有值得注意的差异,这可能导致设计选择不代表目标受众。此外,重点关注长期的家庭实验,预计会在上肢假肢康复中的游戏有效性揭示更多。

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