脑卒中患者对基于沉浸式虚拟现实的上肢康复运动系统的认知:问卷和访谈研究。

IF 3.8 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES JMIR Serious Games Pub Date : 2025-01-01 DOI:10.2196/49847
Jiayin Chen, Calvin Kalun Or, Zhixian Li, Eric Hiu Kwong Yeung, Tianrong Chen
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引用次数: 0

摘要

背景:随着大量资源被用于开发基于虚拟现实(VR)的卒中后运动康复康复训练项目,了解卒中患者如何看待这些技术驱动的方法是很重要的,因为他们的看法可以决定接受和坚持。目的:本研究旨在研究卒中患者对一种基于沉浸式vr的运动系统的感知,该系统可提供肩部、肘部、前臂、手腕和伸展运动。方法:采用问卷法对21例脑卒中住院患者(平均距脑卒中发生时间37.2天,SD 25.9天;手臂中风恢复的Brunnstrom阶段:3-5)关于使用运动系统的感知有用性、易用性、态度、内在动机和意图。测量项目以7分的李克特量表评分,从1(非常不同意)到7(非常同意),越高的值表示越积极的看法。采用描述性统计对调查结果进行总结。此外,我们进行了半结构化的访谈,录音,转录,并进行内容分析,以确定主题模式。结果:问卷调查结果显示,患者对运动系统的认知是积极的(平均评分bb60)。内容分析从73个关于锻炼系统的陈述中揭示了6个积极的主题:易用性、实用性、乐趣、动机、易用性和游戏设计。相反,有15个陈述反映了负面看法,这些看法分为3个主题:操作VR设备困难,使用VR设备时不舒服的体验,以及单调。结论:基于患者的兴趣,将VR技术整合到卒中后功能锻炼中具有重要的前景。然而,为了促进这项技术的成功,必须考虑患者的偏好和适应性。vr指导的练习应该是用户友好的、促进健康的、吸引人的和精心设计的。此外,解决诸如笨重、晕动病、不适和运动单调等挑战,对于这项技术的广泛采用和传播至关重要。
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Perceptions of Patients With Stroke Regarding an Immersive Virtual Reality-Based Exercise System for Upper Limb Rehabilitation: Questionnaire and Interview Study.

Background: With substantial resources allocated to develop virtual reality (VR)-based rehabilitation exercise programs for poststroke motor rehabilitation, it is important to understand how patients with stroke perceive these technology-driven approaches, as their perceptions can determine acceptance and adherence.

Objective: This study aimed to examine the perceptions of patients with stroke regarding an immersive VR-based exercise system developed to deliver shoulder, elbow, forearm, wrist, and reaching exercises.

Methods: A questionnaire was used to assess the perceptions of 21 inpatients who had experienced stroke (mean time from stroke onset: 37.2, SD 25.9 days; Brunnstrom stage of stroke recovery for the arm: 3-5) regarding the perceived usefulness of, ease of use of, attitude toward, intrinsic motivation for, and intention to use the exercise system. The measurement items were rated on a 7-point Likert scale ranging from 1 (very strongly disagree) to 7 (very strongly agree), with higher values indicating more positive perceptions. Descriptive statistics were used to summarize the responses. Moreover, we conducted semistructured interviews that were audio recorded, transcribed, and subjected to content analysis to identify thematic patterns.

Results: The questionnaire results revealed that the patients' perceptions of the exercise system were positive (mean ratings >6). The content analysis revealed 6 positive themes from 73 statements about the exercise system: ease of use, usefulness, enjoyment, motivation, accessibility, and game design. Conversely, 15 statements reflected negative perceptions, which were clustered into 3 themes: difficulty in handling VR devices, uncomfortable experiences when using VR devices, and monotony.

Conclusions: Integrating VR technology into poststroke functional exercises holds significant promise based on patient interests. However, patient preferences and adaptability must be considered to promote the technology's success. VR-guided exercises should be user-friendly, health-promoting, engaging, and well-designed. Furthermore, addressing challenges, such as bulkiness, motion sickness, discomfort, and exercise monotony, is crucial for the widespread adoption and diffusion of this technology.

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来源期刊
JMIR Serious Games
JMIR Serious Games Medicine-Rehabilitation
CiteScore
7.30
自引率
10.00%
发文量
91
审稿时长
12 weeks
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.
期刊最新文献
Effects and Acceptability of a 1-Week Home-Based Virtual Reality Training for Supporting the Management of Stress and Anxiety: Randomized Pilot Trial. Kangaroo Stimulation Game in Tracheostomized Intensive Care-Related Dysphagia: Interventional Feasibility Study. Effects of a Session of Exergames and Traditional Games on Inhibitory Control in Children With Autism Spectrum Disorder: Randomized Controlled Crossover Trial. Identifying Key Principles and Commonalities in Digital Serious Game Design Frameworks: Scoping Review. Effect of a Gamified Family-Based Exercise Intervention on Adherence to 24-Hour Movement Behavior Recommendations in Preschool Children: Single-Center Pragmatic Trial.
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