Understanding a videogame home intervention for children with hemiplegia: a mixed methods multi-case study.

Daniela Chan-Víquez, Ajmal Khan, Sarah Munce, Darcy Fehlings, F Virginia Wright, Elaine Biddiss
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Abstract

Introduction: Access to rehabilitation therapies is a salient and growing issue for children with cerebral palsy (CP) and their families, motivating interest in home-based interventions. Bootle Blast is a low-cost, movement-tracking videogame that can be used at home to encourage upper limb (UL) functional exercise tailored to each child's abilities and therapy goals. The study objectives were to: 1) Establish the extent to which children achieve their self-directed play-time goal over a 12-week intervention, 2) Measure changes in UL motor outcomes, and 3) Explore participants' experiences of using Bootle Blast at home.

Methods: Mixed methods case series study of four children with hemiplegic cerebral palsy (HCP), each with a participating parent. Participants played Bootle Blast at home for 12 weeks. Study assessments occurred at baseline, post-intervention and four week follow up. A post-intervention interview explored participants' experiences. Game-logs provided play time and progress data.

Results: Three of four participants (8-13 yrs., Manual Ability Classification Level I-II) completed the intervention. One dropped out at week 6. Play-time goals were achieved in most weeks, with two of four children surpassing their overall intervention goals. Outcomes varied across the three participants, however consistent improvements were observed on the Canadian Occupational Performance Measure and the Box and Blocks Test. Inductive analysis generated four main themes: 1) Intrinsic motivators fostered play engagement, 2) Virtual play for real-world gains, 3) Therapy on demand (at home), and 4) Shifting the onus from the parent to the game. Integration of qualitative and quantitative data was important for interpreting play patterns/usage and clinical outcomes.

Discussion: This mixed methods study describes a novel videogaming intervention designed for home-rehabilitation for children with HCP and provides preliminary evidence to guide future study design and research.

Clinical trial registration: [https://clinicaltrials.gov/ct2/show/NCT04009031?recrs=h&cond=Cerebral+Palsy&cntry=CA&city=Toronto&draw=2&rank=1], identifier [NCT04009031].

Abstract Image

了解电子游戏对偏瘫儿童的家庭干预:一项混合方法的多案例研究。
获得康复治疗是脑瘫儿童及其家庭面临的一个日益突出的问题,这激发了人们对家庭干预的兴趣。Bootle Blast是一款低成本的运动追踪视频游戏,可以在家里使用,鼓励根据每个孩子的能力和治疗目标量身定制上肢功能锻炼。研究的目的是:1)确定儿童在12周的干预中实现自我指导的游戏时间目标的程度,2)测量UL运动结果的变化,以及3)探索参与者在家使用Bootle Blast的体验。方法:采用混合方法对4例偏瘫性脑瘫(HCP)患儿进行病例系列研究。参与者在家玩了12周的《Bootle Blast》。研究评估在基线、干预后和四周随访时进行。干预后的访谈探讨了参与者的经历。游戏日志提供了游戏时间和进程数据。结果:3 / 4的参与者(8-13岁)。, Manual Ability Classification Level I-II)完成干预。其中一人在第6周退出。玩耍时间目标在大多数周内都达到了,四个孩子中有两个超过了他们的总体干预目标。三个参与者的结果各不相同,但在加拿大职业表现测量和方框和块测试中观察到一致的改善。归纳分析产生了四个主要主题:1)内在动机促进游戏粘性,2)虚拟游戏获得现实世界的收益,3)治疗需求(在家),4)将责任从父母转移到游戏中。定性和定量数据的整合对于解释游戏模式/使用情况和临床结果非常重要。讨论:这项混合方法的研究描述了一种新的视频游戏干预,旨在为HCP儿童的家庭康复设计,并为指导未来的研究设计和研究提供初步证据。临床试验注册:[https://clinicaltrials.gov/ct2/show/NCT04009031?recrs=h&cond=Cerebral+Palsy&cntry=CA&city=Toronto&draw=2&rank=1],标识符[NCT04009031]。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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