职业康复中的虚拟现实游戏--用户体验与感知。

IF 2.7 3区 医学 Q2 HEALTH CARE SCIENCES & SERVICES Journal of Multidisciplinary Healthcare Pub Date : 2024-11-13 eCollection Date: 2024-01-01 DOI:10.2147/JMDH.S478052
Anita Dyb Linge, Irene Øyeflaten, Thomas Johansen, Tarjei Urup Helle, Chris Jensen, Anniken Hjellbakk Hole, Randi Jepsen
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引用次数: 0

摘要

背景:在挪威,努力参加工作的人可以参加康复计划,以提高他们的工作能力。其目标是通过认知、身体和环境过程来重返工作岗位。虚拟现实(VR)技术已成为许多医疗保健和康复服务中流行和常用的工具,但尚未系统地应用于职业康复中。目的:本研究旨在调查作为职业康复计划一部分的基于游戏的沉浸式 VR 活动参与者的体验:对休长期病假的人员进行了半结构化访谈。共有来自三个康复中心的 12 名女性和 3 名男性(中位数年龄为 45 岁)(每个中心 5 人)在住院病人出院前和出院后接受了访谈。访谈记录采用系统文本压缩法进行分析:结果:在分析数据材料时,有四个主题是一致的。第一个和第二个主题包含有关 VR 头显和游戏如何影响参与者的信息。头显迫使他们全神贯注,给人一种免受外界刺激的感觉。游戏的音乐和节奏给参与者带来了快乐、活力和耐力。第三和第四个主题介绍了游戏活动对参与者的影响。他们体验到游戏提供了一个自由的空间,缓解了症状。此外,他们还忘乎所以、打破障碍、挑战自我:研究结果表明,职业康复中的游戏化 VR 活动可能是一种全新的、强大的体验,与其他康复模式有很大不同。VR 训练能让人产生一种 "此时此地 "的感觉,从而摆脱外界的干扰。关于 VR 与职业康复的其他组成部分之间可能产生的协同作用,以及 VR 如何影响长期病假者重返工作岗位,还需要更多的了解。
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Virtual Reality Gaming in Occupational Rehabilitation - User Experiences and Perceptions.

Background: In Norway, individuals who struggle to participate in the workforce can take part in rehabilitation programmes to improve their work ability. The goal is to return to work by working with cognitive, physical, and environmental processes. Virtual Reality (VR) technology has become a popular and common tool in many healthcare and rehabilitation services but has not yet been systematically applied in occupational rehabilitation.

Purpose: This study aimed to investigate the experiences of participants who engaged in a game-based, immersive VR activity as part of an occupational rehabilitation program.

Material and methods: Semi-structured interviews were conducted with individuals on long-term sick leave. In total, 12 women and three men (median age 45 years) from three rehabilitation centres (five individuals from each centre) were interviewed before and after discharge from the inpatient stay. The transcripts were analysed using Systematic Text Condensation.

Results: When analysing the data material, four themes were consistent. The first and the second theme contained information about how the VR headset and the game influenced the participants. The headset forced them to pay full attention and gave a feeling of protection from external stimuli. The game brought joy, energy, and endurance with its music and rhythm. The third and fourth themes provided information about how the gaming activity influenced the participants. They experienced that it provided a free space and symptom relief. In addition, they got carried away, broke barriers, and challenged themselves.

Conclusion: The study results indicated that a gamified VR activity in occupational rehabilitation may be a new and powerful experience, substantially different from other rehabilitation modalities. VR training can facilitate a here-and-now feeling distracted from the outside world. More knowledge is needed on possible synergies between VR and other components of occupational rehabilitation and on how it may influence return to work for individuals on long-term sick leave.

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来源期刊
Journal of Multidisciplinary Healthcare
Journal of Multidisciplinary Healthcare Nursing-General Nursing
CiteScore
4.60
自引率
3.00%
发文量
287
审稿时长
16 weeks
期刊介绍: The Journal of Multidisciplinary Healthcare (JMDH) aims to represent and publish research in healthcare areas delivered by practitioners of different disciplines. This includes studies and reviews conducted by multidisciplinary teams as well as research which evaluates or reports the results or conduct of such teams or healthcare processes in general. The journal covers a very wide range of areas and we welcome submissions from practitioners at all levels and from all over the world. Good healthcare is not bounded by person, place or time and the journal aims to reflect this. The JMDH is published as an open-access journal to allow this wide range of practical, patient relevant research to be immediately available to practitioners who can access and use it immediately upon publication.
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