Survivors of chronic stroke - participant evaluations of commercial gaming for rehabilitation

被引:27
作者
Paquin, Kate [1 ]
Crawley, Jamie [2 ]
Harris, Jocelyn E. [3 ]
Horton, Sean [1 ]
机构
[1] Univ Windsor, Fac Human Kinet, Windsor, ON N9B 3P4, Canada
[2] Univ Windsor, Fac Nursing, Windsor, ON, Canada
[3] McMaster Univ, Sch Rehabil Sci, Hamilton, ON, Canada
关键词
Nintendo Wii; stroke; upper extremity; virtual reality; VIRTUAL-REALITY; RECOVERY; EXERCISE;
D O I
10.3109/09638288.2015.1114155
中图分类号
R49 [康复医学];
学科分类号
100215 ;
摘要
Purpose: There has been an increase in research on the effect that virtual reality (VR) can have on physical rehabilitation following stroke. However, research exploring participant perceptions of VR for post-stroke rehabilitation has been limited. Method: Semi-structured interviews were conducted with 10 chronic stroke participants (10 males, mean age = 72.1, mean time since injury=38.6 mos.) who had recently completed an upper extremity VR stroke rehabilitation programme. Results: Four main themes emerged: 'the VR experience', 'functional outcomes', 'instruction', and the 'future of VR in stroke rehabilitation,' along with nine sub-themes. Participants illustrated the positive impact that VR training had on their functional abilities as well as their confidence towards completing activities of daily living (ADL). Participants also expressed the need for increased rehabilitation opportunities within the community. Conclusion: Overall, participants were optimistic about their experience with VR training and all reported that they had perceived functional gain. VR is an enjoyable rehabilitation tool that can increase a stroke survivor's confidence towards completing ADL.
引用
收藏
页码:2144 / 2152
页数:9
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