Tamara Veronica Pinos Cisneros, Annette Brons, Ben Kröse, Ben Schouten, Geke Ludden
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引用次数: 0
Abstract
Background: Innovative technologies such as game consoles and smart toys used with games or playful approaches have proven to be successful and attractive in providing effective and motivating hand therapy for children with cerebral palsy (CP). Thus, there is an increased interest in designing and implementing interventions that can improve the well-being of these children. However, to understand how and why these interventions are motivating children, we need a better understanding of the playful elements of technology-supported hand therapy.
Objective: This scoping review aims to identify the playful elements and the innovative technologies currently used in hand therapy for children with CP.
Methods: We included studies that design or evaluate interventions for children with CP that use innovative technologies with game or play strategies. Data were extracted and analyzed based on the type of technology, description of the system, and playful elements according to the Lenses of Play, a play design toolkit. A total of 31 studies were included in the analysis.
Results: Overall, 54 papers were included in the analysis. The results showed high use of consumer technologies in hand therapy for children with CP. Although several studies have used a combination of consumer technologies with therapeutic-specific technologies, only a few studies focused on the exclusive use of therapeutic-specific technologies. To analyze the playfulness of these interventions that make use of innovative technologies, we focused our review on 3 lenses of play: Open-ended Play, where it was found that the characteristics of ludus, such as a structured form of play and defined goals and rules, were the most common, whereas strategies that relate to paidia were less common. The most commonly used Forms of Play were physical or active form and games with rules. Finally, the most popular Playful experiences were control, challenge, and competition.
Conclusions: The inventory and analysis of innovative technology and playful elements provided in this study can be a starting point for new developments of fun and engaging tools to assist hand therapy for children with CP.
背景:游戏机和智能玩具等创新技术已被证明在为脑瘫儿童提供有效和激励性的手部治疗方面是成功和有吸引力的。因此,人们对设计和实施能够改善这些儿童福祉的干预措施越来越感兴趣。然而,为了理解这些干预措施是如何以及为什么激励儿童的,我们需要更好地了解技术支持的手部治疗的有趣元素。目的:本范围综述旨在确定目前用于CP儿童手部治疗的游戏元素和创新技术。方法:我们纳入了设计或评估针对CP儿童的干预措施的研究,这些干预措施将创新技术与游戏或游戏策略相结合。根据游戏设计工具包Lenses of Play,根据技术类型、系统描述和游戏元素提取和分析数据。共有31项研究被纳入分析。结果:共有54篇论文被纳入分析。研究结果显示,消费者技术在儿童脑瘫手部治疗中的使用率很高。尽管有几项研究将消费者技术与特定治疗技术相结合,但只有少数研究专注于特定治疗技术的独家使用。为了分析这些利用创新技术的干预措施的游戏性,我们将重点放在了游戏的三个镜头上:开放式游戏,在这三个镜头中,发现ludus的特征,如结构化的游戏形式、明确的目标和规则,是最常见的,而与paidia相关的策略则不太常见。最常用的游戏形式是身体或活动形式以及有规则的游戏。最后,最受欢迎的娱乐体验是控制、挑战和竞争。结论:本研究提供的创新技术和好玩元素的清单和分析可以作为开发有趣和吸引人的工具的起点,以帮助儿童脑瘫的手部治疗。
期刊介绍:
JMIR Serious Games (JSG, ISSN 2291-9279) is a sister journal of the Journal of Medical Internet Research (JMIR), one of the most cited journals in health informatics (Impact Factor 2016: 5.175). JSG has a projected impact factor (2016) of 3.32. JSG is a multidisciplinary journal devoted to computer/web/mobile applications that incorporate elements of gaming to solve serious problems such as health education/promotion, teaching and education, or social change.The journal also considers commentary and research in the fields of video games violence and video games addiction.