Views of Specialist Clinicians and People With Multiple Sclerosis on Upper Limb Impairment and the Potential Role of Virtual Reality in the Rehabilitation of the Upper Limb in Multiple Sclerosis: Focus Group Study.

IF 3.8 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES
JMIR Serious Games Pub Date : 2024-04-26 DOI:10.2196/51508
Amy Webster, Matthieu Poyade, Elaine Coulter, Lisa Forrest, Lorna Paul
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Abstract

Background: Finding enjoyable and effective long-term approaches to rehabilitation for improving the upper limb (UL) function of people with multiple sclerosis (MS) is challenging. Using virtual reality (VR) could be a solution to this challenge; however, there is a lack of reporting on the views of people with MS and clinicians on VR-based approaches and recommendations for games for rehabilitation.

Objective: This study aims to identify common UL problems and their related current therapeutic approaches for people with MS, and to explore the opinions of people with MS and specialist clinicians on VR and obtain suggestions for the development and design of VR games.

Methods: Separate focus groups were conducted with people with MS, recruited through the MS Society UK's research network, and clinicians, recruited through the MS Trust Therapists in MS network. A total of 10 people with MS (2 focus groups) and 8 clinicians (5 physiotherapists, 2 occupational therapists, and 1 MS nurse in 2 focus groups) were involved. The focus groups were recorded and transcriptions were analyzed using theme-based content analysis.

Results: People with MS commonly reported that their UL problems interfered with activities of daily living and resulted in the loss of meaningful hobbies such as writing. Many people with MS neglected UL exercise and found strategies for adapting to the UL impairments. Similarly, clinicians stated UL rehabilitation was neglected within their service and that it was challenging to find interesting treatment strategies. VR was suggested by both participant groups as a solution, as it was convenient for people with MS to access and it could provide a more engaging and disguised approach to exercise. There were shared concerns with cybersickness and disengagement with using VR approaches. Both groups agreed games should be meaningful and adaptable for users but suggested different VR activities, with clinicians suggesting games directly reflecting activities of daily living and people with MS suggesting more abstract activities.

Conclusions: VR was well received by both people with MS and clinicians for UL rehabilitation. Recommendations were made for the development of VR rehabilitation games which are personalized and customizable for the varying abilities of people with MS.

专科医生和多发性硬化症患者对多发性硬化症患者上肢障碍和虚拟现实在上肢康复中的潜在作用的看法:焦点小组研究。
背景:为改善多发性硬化症(MS)患者的上肢(UL)功能而寻找愉快而有效的长期康复方法是一项挑战。使用虚拟现实(VR)可以解决这一难题;然而,目前还缺乏有关多发性硬化症患者和临床医生对基于 VR 的康复方法的看法以及对康复游戏的建议的报告:本研究旨在确定多发性硬化症患者常见的 UL 问题及其相关的当前治疗方法,并探讨多发性硬化症患者和专科临床医生对 VR 的看法,为 VR 游戏的开发和设计提供建议:通过英国多发性硬化症协会研究网络招募的多发性硬化症患者和通过多发性硬化症信托治疗师网络招募的临床医生分别进行了焦点小组讨论。共有 10 名多发性硬化症患者(2 个焦点小组)和 8 名临床医生(5 名物理治疗师、2 名职业治疗师和 1 名多发性硬化症护士,2 个焦点小组)参与其中。对焦点小组进行了记录,并采用主题内容分析法对记录进行了分析:结果:多发性硬化症患者普遍反映,他们的 UL 问题影响了日常生活活动,导致他们失去了写作等有意义的爱好。许多多发性硬化症患者忽视了 UL 锻炼,并找到了适应 UL 障碍的策略。同样,临床医生也表示,在他们的服务范围内,UL 康复被忽视了,而且找到有趣的治疗策略也很有挑战性。两个参与者小组都建议将 VR 作为一种解决方案,因为它方便多发性硬化症患者使用,而且可以提供一种更具参与性的变相运动方法。大家都对晕机和脱离 VR 方法表示担忧。两组人都认为游戏应该有意义并适合用户,但提出了不同的 VR 活动建议,临床医生建议直接反映日常生活活动的游戏,而多发性硬化症患者则建议更抽象的活动:结论:多发性硬化症患者和临床医生都非常欢迎将 VR 用于 UL 康复。结论:多发性硬化症患者和临床医生都非常认可 VR 在 UL 康复中的应用,并建议开发针对多发性硬化症患者不同能力的个性化定制 VR 康复游戏。
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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.
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