首页> 外文期刊>PM & R: the journal of injury, function, and rehabilitation >Barriers, Facilitators and Interventions to Support Virtual Reality Implementation in Rehabilitation: A Scoping Review
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Barriers, Facilitators and Interventions to Support Virtual Reality Implementation in Rehabilitation: A Scoping Review

机译:支持虚拟现实实施的障碍,促进者和干预措施在康复中实现:一个范围审查

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Virtual reality and active video games (VR/AVGs) are promising rehabilitation tools because of their potential to facilitate abundant, motivating, and feedback-rich practice. However, clinical adoption remains low despite a growing evidence base and the recent development of clinically accessible and rehabilitation-specific VR/AVG systems. Given clinicians' eagerness for resources to support VR/AVG use, a critical need exists for knowledge translation (KT) interventions to facilitate VR/AVG integration into clinical practice. KT interventions have the potential to support adoption by targeting known barriers to, and facilitators of, change. This scoping review of the VR/AVG literature uses the Theoretical Domains Framework (TDF) to (1) structure an overview of known barriers and facilitators to clinical uptake of VR/AVGs for rehabilitation; (2) identify KT strategies to target these factors to facilitate adoption; and (3) report the results of these strategies. Barriers/facilitators and evaluated or proposed KT interventions spanned all but 1 and 2 TDF domains, respectively. Most frequently cited barriers/facilitators were found in the TDF domains of Knowledge, Skills, Beliefs About Capabilities, Beliefs About Consequences, Intentions, Goals, Environmental Context and Resources, and Social Influences. Few studies empirically evaluated KT interventions to support adoption; measured change in VR/AVG use did not accompany improvements in self-reported skills, attitudes, and knowledge. Recommendations to target frequently identified barriers include technology development to meet end-user needs more effectively, competency development for end-users, and facilitated VR/AVG implementation in clinical settings. Subsequent research can address knowledge gaps in both clinical and VR/AVG implementation research, including on KT intervention effectiveness and unexamined TDF domain barriers.
机译:虚拟现实和活动的视频游戏(VR / AVG)是有前途的康复工具,因为他们有可能促进丰富,激励和丰富的实践。然而,尽管越来越多的证据基础和最近的临床访问和康复特定的VR / AVG系统,但临床采用仍然很低。鉴于临床医生对资源的渴望支持VR / AVG使用,有必要存在知识翻译(KT)干预,以促进VR / AVG融入临床实践。 KT干预有可能通过针对已知的障碍和改变的障碍者来支持采用。 VR / AVG文献的这个范围审查使用理论域框架(TDF)至(1)结构概述已知的障碍和促进者,以临床摄取VR / AVG用于康复的临床摄取; (2)识别KT策略以促进这些因素以促进通过; (3)报告这些策略的结果。障碍/促进者和评估或提出的KT干预分别跨越了所有但是2个TDF结构域。最常见的障碍/促进者在知识,技能,信仰的TDF领域中发现了关于能力,关于后果,意图,目标,环境背景和资源以及社会影响的信念。很少有研究经验评估的KT干预以支持通过; VR / AVG使用的测量变化没有伴随自我报告的技能,态度和知识的改进。针对目标经常识别的障碍的建议包括技术开发,以满足最终用户的需求,更有效地,最终用户的能力发展,并促进临床环境中的VR / AVG实现。随后的研究可以解决临床和VR / AVG实施研究中的知识差距,包括KT干预效果和未审查的TDF域屏障。

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