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

IF 1.7 4区 医学 Q2 PEDIATRICS Physical & Occupational Therapy in Pediatrics Pub Date : 2024-01-01 Epub Date: 2023-10-16 DOI:10.1080/01942638.2023.2259462
Audrey Ferron, Maxime T Robert, William Fortin, Odette Bau, Marie-Claude Cardinal, Julie Desgagné, Geoffroy Saussez, Yannick Bleyenheuft, Danielle Levac
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Abstract

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.

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针对偏瘫儿童的强化双手册治疗计划中的虚拟现实和主动视频游戏集成。
目的:描述针对偏瘫儿童的双臂包括下肢强化治疗(HABIT-ILE)干预计划中自定义和非自定义虚拟现实和主动视频游戏(VR/AVG)实施的性质。方法:6名8-11岁的儿童 年参与了为期10天的HABIT-ILE干预(65 h;6.5计划VR/AVG小时)。每天记录VR/AVG实施细节,并用描述性统计数据进行总结;主动运动参与被量化为主动游戏参与的分钟数。采用定性内容分析法对干预主义者的干预后访谈进行分析。结果:平均而言,参与者接受了79%的计划VR/AVG剂量(314/400计划分钟,范围214-400 分钟),其中每次会话的主动运动参与平均为68%(27 最小值,SD 12 分钟)。参与涉及等量的自定义(49%)和非自定义(51%)VR/AVG系统使用。材料和语言的改编有助于与HABIT-ILE原则保持一致。干预学家确定任务类型(粗运动与精细运动)、儿童的感知动机和VR/AVG属性是影响主动运动参与和符合HABIT-ILE原则的因素。结论:在HABIT-ILE中描述VR/AVG整合的个人和技术挑战,可以提高对强化干预中VR/AVG使用的认识,并为后续研究确定方向。
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来源期刊
CiteScore
3.70
自引率
4.80%
发文量
42
审稿时长
>12 weeks
期刊介绍: 5 issues per year Abstracted and/or indexed in: AMED; British Library Inside; Child Development Abstracts; CINAHL; Contents Pages in Education; EBSCO; Education Research Abstracts (ERA); Education Resources Information Center (ERIC); EMCARE; Excerpta Medica/EMBASE; Family and Society Studies Worldwide; Family Index Database; Google Scholar; HaPI Database; HINARI; Index Copernicus; Intute; JournalSeek; MANTIS; MEDLINE; NewJour; OCLC; OTDBASE; OT SEARCH; Otseeker; PEDro; ProQuest; PsycINFO; PSYCLINE; PubsHub; PubMed; REHABDATA; SCOPUS; SIRC; Social Work Abstracts; Speical Educational Needs Abstracts; SwetsWise; Zetoc (British Library); Science Citation Index Expanded (also known as SciSearch®); Journal Citation Reports/Science Edition; Social Sciences Citation Index®; Journal Citation Reports/ Social Sciences Edition; Current Contents®/Social and Behavioral Sciences; Current Contents®/Clinical Medicine
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