Chronic stroke survivors' perspective on the use of serious games to motivate upper limb rehabilitation - a qualitative study

被引:3
作者
Amorim, Paula [1 ,2 ]
Serra, Helder [3 ]
Sousa, Beatriz Santos [4 ,6 ]
Dias, Paulo [4 ]
Castelo-Branco, Miguel [1 ,5 ]
Martins, Henrique [1 ]
机构
[1] Univ Beira Interior, Fac Hlth Sci, Covilha, Portugal
[2] Med Rehabil Ctr Cent Rovisco Pais Reg, Tocha, Portugal
[3] Univ Aveiro, Dept Elect Telecommun & Informat, Aveiro, Portugal
[4] Univ Aveiro, Dept Elect Telecommun & Informat, IEETA, DETI,LASI, Aveiro, Portugal
[5] PortugalClin Acad Ctr Beiras, Covilha, Portugal
[6] Univ Aveiro, DETI, IEETA, Portugal LASI, Aveiro, Portugal
关键词
participatory approach; serious games; stroke chronic phase; upper limb rehabilitation; user-centred design; VIRTUAL-REALITY; DESIGN; HOME; TELEREHABILITATION; PERSUASION; RECOVERY; BALANCE; ADULTS; MODEL; TOOL;
D O I
10.1177/14604582231171932
中图分类号
R19 [保健组织与事业(卫生事业管理)];
学科分类号
摘要
Upper limb paresis occurs quite commonly after stroke and may result in the affected limb's disuse or learned non-use. As a result, its cortical representation may be suppressed, further inhibiting its spontaneous utilization, resulting in motor function deterioration, increase in spasticity, joint stiffness and pain.The aim of this work was to involve stroke survivors in a qualitative study within a user centred design process to better understand the perspectives of stroke survivors on virtual reality - based serious games (SG) for upper limb rehabilitation during the chronic phase and use those insights to design a VR-based serious games which promotes activation of the affected cortical area.A qualitative research method was performed using a multi professional focus group discussion, including a representative group of stroke survivors.With the insights of this work, the authors initiated the design of a VR-based SG prototype for upper limb rehabilitation with two modes, one version to be played with any arm to pick a virtual hammer and hit targeted objects, and other version, a mirror version based on mirror therapy.
引用
收藏
页数:18
相关论文
共 50 条
[21]   A novel intervention for upper limb rehabilitation in people with stroke combining myoelectric pattern recognition, virtual reality, and serious gaming: a qualitative study [J].
Munoz-Novoa, Maria ;
Andersson, Cecilia ;
Sunnerhagen, Katharina S. ;
Alt Murphy, Margit .
DISABILITY AND REHABILITATION, 2025, 47 (15) :3930-3937
[22]   Towards a Framework for Rehabilitation and Assessment of Upper Limb Motor Function Based on Serious Games [J].
Daniel Ona, Edwin ;
Balaguer, Carlos ;
Jardon, Alberto .
2018 IEEE 6TH INTERNATIONAL CONFERENCE ON SERIOUS GAMES AND APPLICATIONS FOR HEALTH (SEGAH '18), 2018,
[23]   Use of the Leap Motion Controller® System in the Rehabilitation of the Upper Limb in Stroke. A Systematic Review [J].
Aguilera-Rubio, Angela ;
Alguacil-Diego, Isabel M. ;
Mallo-Lopez, Ana ;
Cuesta-Gomez, Alicia .
JOURNAL OF STROKE & CEREBROVASCULAR DISEASES, 2022, 31 (01)
[24]   Understanding the Sociocultural Challenges and Opportunities for Affordable Wearables to Support Poststroke Upper-Limb Rehabilitation: Qualitative Study [J].
Rony, Rahat Jahangir ;
Amir, Shajnush ;
Ahmed, Nova ;
Atiba, Samuelson ;
Verdezoto, Nervo ;
Sparkes, Valerie ;
Stawarz, Katarzyna .
JMIR REHABILITATION AND ASSISTIVE TECHNOLOGIES, 2024, 11
[25]   Design of Virtual Reality Exergames for Upper Limb Stroke Rehabilitation Following Iterative Design Methods: Usability Study [J].
Castillo, Julian Felipe Villada ;
Vega, Maria Fernanda Montoya ;
Cardona, John Edison Munoz ;
Lopez, David ;
Quinones, Leonardo ;
Gallo, Oscar Alberto Henao ;
Lopez, Jose Fernando .
JMIR SERIOUS GAMES, 2024, 12
[26]   Using Commercial Video Games for Upper Limb Stroke Rehabilitation: Is This the Way of the Future? [J].
Pietrzah, Eva ;
Cotea, Cristina ;
Pullman, Stephen .
TOPICS IN STROKE REHABILITATION, 2014, 21 (02) :152-162
[27]   Stroke survivors' experiences of upper limb recovery: a systematic review of qualitative studies [J].
Meads, Hayley ;
Hunt, Jamie ;
Page, Alister ;
Withy, Lee ;
Plowman, Rose ;
Calder, Allyson .
PHYSICAL THERAPY REVIEWS, 2020, 25 (5-6) :316-330
[28]   Feasibility of a serious game system including a tangible object for post stroke upper limb rehabilitation: a pilot randomized clinical study [J].
Pouplin, Samuel ;
Bonnyaud, Celine ;
Bouchigny, Sylvain ;
Megard, Christine ;
Bertholier, Lucie ;
Goulamhoussen, Rafik ;
Foulon, Pierre ;
Bensmail, Djamel ;
Barbot, Frederic ;
Roche, Nicolas .
FRONTIERS IN NEUROLOGY, 2023, 14
[29]   Participant perceptions of use of CyWee Z as adjunct to rehabilitation of upper-limb function following stroke [J].
Hale, Leigh A. ;
Satherley, Jessica A. ;
McMillan, Nicole J. ;
Milosavljevic, Stephan ;
Hijmans, Juha M. ;
King, Marcus J. .
JOURNAL OF REHABILITATION RESEARCH AND DEVELOPMENT, 2012, 49 (04) :623-633
[30]   The Use of Motion Tracking Technologies in Serious Games to Enhance Rehabilitation in Stroke Patients [J].
Burton, Andrew M. ;
Liu, Hao ;
Battersby, Steven ;
Brown, David ;
Sherkat, Nasser ;
Standen, Penny ;
Walker, Marion .
INTERNATIONAL JOURNAL OF GAME-BASED LEARNING, 2011, 1 (04) :60-73