神经科学重症监护病房的电子游戏治疗:一项试点研究。

IF 2.7 3区 医学 Q2 CRITICAL CARE MEDICINE American Journal of Critical Care Pub Date : 2025-01-01 DOI:10.4037/ajcc2025319
Megan Ziegler, Sowmya Kumble, Elizabeth K Zink, Nozomi Tahara, Isha Vora, Robert D Stevens, Mona N Bahouth
{"title":"神经科学重症监护病房的电子游戏治疗:一项试点研究。","authors":"Megan Ziegler, Sowmya Kumble, Elizabeth K Zink, Nozomi Tahara, Isha Vora, Robert D Stevens, Mona N Bahouth","doi":"10.4037/ajcc2025319","DOIUrl":null,"url":null,"abstract":"<p><strong>Background: </strong>Therapeutic activity after stroke is a component of early recovery strategies. Interactive video games have been shown to be safe as an adjunct rehabilitation therapy in the medical intensive care setting, but patients with neurologic disease were often excluded from those protocols.</p><p><strong>Objectives: </strong>To evaluate the feasibility and safety of individualized interactive video game therapy in critically ill neurologic patients.</p><p><strong>Methods: </strong>Adults admitted to the neurosciences critical care unit during the observation period were eligible for inclusion. Wii sports games with the potential to target common neurologic deficits were categorized by our interprofessional team. We collected information regarding the number of sessions attempted, time for setup, indications of use, patient/staff experience, and predefined safety events.</p><p><strong>Results: </strong>Twelve sessions were completed in 9 patients, mean (SD) age 48.6 (18.1) years, and sessions were led by nursing and therapy teams. Prescribed video game therapy sessions targeted the following recovery domains: coordination (70%), balance (50%), endurance (30%), cognition (30%), fine motor control (30%), neglect (20%), engagement in activity (10%), and vision (30%). On average, 4.7 minutes were spent for setup and 18.8 minutes were spent playing video games. No safety issues were identified. All patients indicated that they enjoyed participating in video game therapy.</p><p><strong>Conclusions: </strong>In this pilot study, prescriptive interactive video game therapy in early rehabilitation was feasible and safe in the neurosciences critical care setting. Video game therapy may be a valuable complement to existing rehabilitation for critically ill neurologic patients and warrants validation in a larger patient sample.</p>","PeriodicalId":7607,"journal":{"name":"American Journal of Critical Care","volume":"34 1","pages":"60-66"},"PeriodicalIF":2.7000,"publicationDate":"2025-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Video Game Therapy in a Neurosciences Critical Care Unit: A Pilot Study.\",\"authors\":\"Megan Ziegler, Sowmya Kumble, Elizabeth K Zink, Nozomi Tahara, Isha Vora, Robert D Stevens, Mona N Bahouth\",\"doi\":\"10.4037/ajcc2025319\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"<p><strong>Background: </strong>Therapeutic activity after stroke is a component of early recovery strategies. Interactive video games have been shown to be safe as an adjunct rehabilitation therapy in the medical intensive care setting, but patients with neurologic disease were often excluded from those protocols.</p><p><strong>Objectives: </strong>To evaluate the feasibility and safety of individualized interactive video game therapy in critically ill neurologic patients.</p><p><strong>Methods: </strong>Adults admitted to the neurosciences critical care unit during the observation period were eligible for inclusion. Wii sports games with the potential to target common neurologic deficits were categorized by our interprofessional team. We collected information regarding the number of sessions attempted, time for setup, indications of use, patient/staff experience, and predefined safety events.</p><p><strong>Results: </strong>Twelve sessions were completed in 9 patients, mean (SD) age 48.6 (18.1) years, and sessions were led by nursing and therapy teams. Prescribed video game therapy sessions targeted the following recovery domains: coordination (70%), balance (50%), endurance (30%), cognition (30%), fine motor control (30%), neglect (20%), engagement in activity (10%), and vision (30%). On average, 4.7 minutes were spent for setup and 18.8 minutes were spent playing video games. No safety issues were identified. All patients indicated that they enjoyed participating in video game therapy.</p><p><strong>Conclusions: </strong>In this pilot study, prescriptive interactive video game therapy in early rehabilitation was feasible and safe in the neurosciences critical care setting. Video game therapy may be a valuable complement to existing rehabilitation for critically ill neurologic patients and warrants validation in a larger patient sample.</p>\",\"PeriodicalId\":7607,\"journal\":{\"name\":\"American Journal of Critical Care\",\"volume\":\"34 1\",\"pages\":\"60-66\"},\"PeriodicalIF\":2.7000,\"publicationDate\":\"2025-01-01\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"American Journal of Critical Care\",\"FirstCategoryId\":\"3\",\"ListUrlMain\":\"https://doi.org/10.4037/ajcc2025319\",\"RegionNum\":3,\"RegionCategory\":\"医学\",\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q2\",\"JCRName\":\"CRITICAL CARE MEDICINE\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"American Journal of Critical Care","FirstCategoryId":"3","ListUrlMain":"https://doi.org/10.4037/ajcc2025319","RegionNum":3,"RegionCategory":"医学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q2","JCRName":"CRITICAL CARE MEDICINE","Score":null,"Total":0}
引用次数: 0

摘要

背景:脑卒中后的治疗活动是早期恢复策略的一个组成部分。交互式视频游戏已经被证明是安全的,作为医学重症监护环境中的辅助康复治疗,但患有神经系统疾病的患者通常被排除在这些协议之外。目的:评价个性化互动视频游戏治疗神经危重症患者的可行性和安全性。方法:纳入观察期间入住神经科学重症监护病房的成人。我们的跨专业团队对Wii运动游戏进行了分类,这些游戏有可能针对常见的神经缺陷。我们收集了有关尝试会话次数、设置时间、使用适应症、患者/工作人员经验和预定义安全事件的信息。结果:9例患者完成12个疗程,平均(SD)年龄48.6(18.1)岁,由护理和治疗团队领导。规定的电子游戏治疗课程针对以下恢复领域:协调(70%)、平衡(50%)、耐力(30%)、认知(30%)、精细运动控制(30%)、忽视(20%)、参与活动(10%)和视力(30%)。平均4.7分钟用于准备,18.8分钟用于玩电子游戏。没有发现安全问题。所有患者都表示他们喜欢参加电子游戏治疗。结论:在这项初步研究中,在神经科学重症监护环境中,早期康复的规定性互动视频游戏治疗是可行和安全的。视频游戏疗法可能是对危重神经病患者现有康复的一种有价值的补充,值得在更大的患者样本中验证。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
查看原文
分享 分享
微信好友 朋友圈 QQ好友 复制链接
本刊更多论文
Video Game Therapy in a Neurosciences Critical Care Unit: A Pilot Study.

Background: Therapeutic activity after stroke is a component of early recovery strategies. Interactive video games have been shown to be safe as an adjunct rehabilitation therapy in the medical intensive care setting, but patients with neurologic disease were often excluded from those protocols.

Objectives: To evaluate the feasibility and safety of individualized interactive video game therapy in critically ill neurologic patients.

Methods: Adults admitted to the neurosciences critical care unit during the observation period were eligible for inclusion. Wii sports games with the potential to target common neurologic deficits were categorized by our interprofessional team. We collected information regarding the number of sessions attempted, time for setup, indications of use, patient/staff experience, and predefined safety events.

Results: Twelve sessions were completed in 9 patients, mean (SD) age 48.6 (18.1) years, and sessions were led by nursing and therapy teams. Prescribed video game therapy sessions targeted the following recovery domains: coordination (70%), balance (50%), endurance (30%), cognition (30%), fine motor control (30%), neglect (20%), engagement in activity (10%), and vision (30%). On average, 4.7 minutes were spent for setup and 18.8 minutes were spent playing video games. No safety issues were identified. All patients indicated that they enjoyed participating in video game therapy.

Conclusions: In this pilot study, prescriptive interactive video game therapy in early rehabilitation was feasible and safe in the neurosciences critical care setting. Video game therapy may be a valuable complement to existing rehabilitation for critically ill neurologic patients and warrants validation in a larger patient sample.

求助全文
通过发布文献求助,成功后即可免费获取论文全文。 去求助
来源期刊
CiteScore
4.30
自引率
3.70%
发文量
103
审稿时长
6-12 weeks
期刊介绍: The editors of the American Journal of Critical Care (AJCC) invite authors to submit original manuscripts describing investigations, advances, or observations from all specialties related to the care of critically and acutely ill patients. Papers promoting collaborative practice and research are encouraged. Manuscripts will be considered on the understanding that they have not been published elsewhere and have been submitted solely to AJCC.
期刊最新文献
Calling Attention to the Practice of Acute and Critical Care Nursing. Correction. A 12-Lead Electrocardiography Patch for Continuous Arrhythmia Monitoring: A Case Example. Clinical Pearls. Discussion Guide for the McDermott Article.
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
已复制链接
已复制链接
快去分享给好友吧!
我知道了
×
扫码分享
扫码分享
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1