Virtual Reality and Active Video Game Integration within an Intensive Bimanual Therapy Program for Children with Hemiplegia

被引:2
|
作者
Ferron, Audrey [1 ,6 ]
Robert, Maxime T. [2 ]
Fortin, William [1 ]
Bau, Odette [3 ]
Cardinal, Marie-Claude [3 ]
Desgagne, Julie [3 ]
Saussez, Geoffroy [4 ]
Bleyenheuft, Yannick [4 ]
Levac, Danielle [1 ,5 ]
机构
[1] Ctr Hosp Univ Sainte Justine, Res Ctr, Montreal, PQ, Canada
[2] Univ Laval, Fac Med, Quebec City, PQ, Canada
[3] Ctr Hosp Univ Sainte Justine, Marie Enfant Rehabil Ctr, Montreal, PQ, Canada
[4] Catholic Univ Louvain, Inst Neurosci, Louvain, Belgium
[5] Univ Montreal, Fac Med, Montreal, PQ, Canada
[6] Ctr Hosp Univ Sainte Justine, Res Ctr, 5095 Garnier St, Montreal, PQ H3T 1C5, Canada
关键词
Active video game; bimanual therapy; cerebral palsy; hemiplegia; virtual reality; CEREBRAL-PALSY; DECISION-MAKING; HABIT-ILE; REHABILITATION; HAND;
D O I
10.1080/01942638.2023.2259462
中图分类号
R72 [儿科学];
学科分类号
100202 ;
摘要
Aims: To describe the nature of custom and non-custom virtual reality and active video game (VR/AVG) implementation within a Hand-Arm Bimanual Intensive Therapy Including Lower Extremities (HABIT-ILE) intervention program for children with hemiplegia.Methods: Six children aged 8-11 years participated in a 10-day HABIT-ILE intervention (65 h; 6.5 planned VR/AVG hours). VR/AVG implementation details were recorded daily and summarized with descriptive statistics; active motor engagement was quantified as minutes of active game participation. Post-intervention interviews with interventionists were analyzed with qualitative content analysis.Results: On average, participants received 79% of the planned VR/AVG dosage (314/400 planned minutes, range 214-400 min), of which the per-session active motor engagement average was 68% (27 min, SD 12 min). Participation involved equivalent amounts of custom (49%) and non-custom (51%) VR/AVG system use. Material and verbal adaptations facilitated alignment with HABIT-ILE principles. Interventionists identified type of task (gross versus fine motor), children's perceived motivation, and VR/AVG attributes as factors influencing active motor engagement and alignment with HABIT-ILE principles.Conclusions: Describing individual and technological challenges of VR/AVG integration within HABIT-ILE can advance knowledge about VR/AVG use in intensive interventions and identify directions for subsequent research.
引用
收藏
页码:410 / 426
页数:17
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