A Convergent Mixed Methods Design to Assess the Use of the Home Virtual Rehabilitation System By Persons with Chronic Stroke.

IF 2.2 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Games for Health Journal Pub Date : 2024-08-01 Epub Date: 2024-04-01 DOI:10.1089/g4h.2024.0006
Gerard G Fluet, Holly Gorin, Pamela Rothpletz Puglia, Qinyin Qiu, Jigna Patel, Alma S Merians, Amanda L Cronce, Sergei V Adamovich
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Abstract

Purpose: Patients poststroke utilized the Home Virtual Rehabilitation System (HoVRS) to perform home-based, gamified upper extremity rehabilitation over 12 weeks. Outcomes related to adherence and clinical improvement were collected, and semistructured interviews were conducted to assess intrinsic and extrinsic motivators that impacted engagement with the system. Methods: Subjects performed between 299 and 2020 minutes of self-scheduled, sparsely supervised hand rehabilitation activities in their homes. Results: As a group, the subjects demonstrated statistically significant improvements at the structure/function, activity, and activities of daily living levels of function. Qualitative analysis generated seven themes that both positively and negatively influenced each subject's experience with HoVRS, including challenge as a primary intrinsic motivator and pursuing additional therapy and/or a return to higher functional status as a key extrinsic motivator. Subjects' ratings of the system using the Intrinsic Motivation Inventory before and after treatment were uniformly positive, but interview-based feedback was more balanced between positive and negative.

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评估慢性中风患者使用家庭虚拟康复系统情况的聚合混合方法设计。
目的:中风后患者利用家庭虚拟康复系统(HoVRS)进行为期 12 周的家庭游戏化上肢康复训练。我们收集了与坚持治疗和临床改善相关的结果,并进行了半结构化访谈,以评估影响患者参与该系统的内在和外在动机。研究方法受试者在家中进行了 299 到 2020 分钟的自我安排的、缺乏监督的手部康复活动。结果作为一个群体,受试者在功能的结构/功能、活动和日常生活活动水平上都有统计学意义上的显著改善。定性分析得出了七个对每个受试者的 HoVRS 体验产生积极和消极影响的主题,其中挑战是主要的内在动力,追求额外的治疗和/或恢复更高的功能状态是主要的外在动力。受试者在治疗前后使用 "内在动机量表"(Intrinsic Motivation Inventory)对该系统的评价都是积极的,但基于访谈的反馈在积极和消极之间更为平衡。
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来源期刊
CiteScore
6.70
自引率
11.40%
发文量
56
期刊介绍: Games for Health Journal is the first peer-reviewed journal dedicated to advancing the impact of game research, technologies, and applications on human health and well-being. This ground-breaking publication delivers original research that directly impacts this emerging, widely-recognized, and increasingly adopted area of healthcare. Games are rapidly becoming an important tool for improving health behaviors ranging from healthy lifestyle habits and behavior modification, to self-management of illness and chronic conditions to motivating and supporting physical activity. Games are also increasingly used to train healthcare professionals in methods for diagnosis, medical procedures, patient monitoring, as well as for responding to epidemics and natural disasters. Games for Health Journal is a must for anyone interested in the research and design of health games that integrate well-tested, evidence-based behavioral health strategies to help improve health behaviors and to support the delivery of care. Games for Health Journal coverage includes: -Nutrition, weight management, obesity -Disease prevention, self-management, and adherence -Cognitive, mental, emotional, and behavioral health -Games in home-to-clinic telehealth systems
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