Developing a Motion Sensor-Based Game to Support Frozen Shoulder Rehabilitation in Older Adults through a Participatory Design Approach.

IF 2.2 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH
Games for Health Journal Pub Date : 2024-10-01 Epub Date: 2024-06-27 DOI:10.1089/g4h.2023.0097
Kun-Lin Wu, Yu-Han Wang, Yung-Chun Hsu, Yen-Che Shu, Chung-Hua Chu, Chun-An Lin
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引用次数: 0

Abstract

Objective: Although some serious games have been developed for physical therapy, little work has been conducted through a participatory design approach. Therefore, a game prototype was developed, which involved related stakeholders in the design process. Materials and Methods: The iterative participatory design process was adopted with the input of 18 patients with frozen shoulder symptoms, 4 health professionals, 2 game designers, and 5 researchers in an iterative process to design, test, and evaluate the game prototype. In total, 17 patients participated in the interviews to explore their needs and desires for a serious game. The health professionals participated in the interviews to understand the medical requirement and experience pertaining to frozen shoulder and were included in the workshop to give feedback on the game prototype. At the conclusion of the iterative design process, a Kinect-based prototype game with three levels was used for a case study with one patient who was diagnosed with frozen shoulder and has been receiving medical treatment in the hospital. Results: Based on the outcomes derived from data collected among diverse stakeholders, the prototype game underwent iterative development by the team and was assessed by a participant with frozen shoulder symptoms. Findings revealed that the participant demonstrated enhanced shoulder mobility and a reduction in pain intensity, despite the lack of significant improvement for health-related quality of life. Nevertheless, the participant reported a positive experience with the prototype game. Conclusion: This study underscores the importance of involving diverse stakeholders in the development process to create more effective and user-centric serious games for rehabilitation. The participatory approach, exemplified by the prototype game, demonstrates potential improvements in both user experience and overall effectiveness during the rehabilitation process.

通过参与式设计方法开发基于运动传感器的游戏,支持老年人肩周炎康复。
目的:虽然已经开发了一些用于物理治疗的严肃游戏,但很少有工作是通过参与式设计方法进行的。因此,我们开发了一个游戏原型,让相关利益方参与到设计过程中。材料与方法:采用迭代参与式设计流程,由 18 名肩周炎患者、4 名医疗专业人员、2 名游戏设计师和 5 名研究人员共同参与游戏原型的设计、测试和评估。共有 17 名患者参与了访谈,以了解他们对严肃游戏的需求和愿望。医护人员参与了访谈,以了解肩周炎的医疗要求和经验,并参加了研讨会,对游戏原型提出反馈意见。在迭代设计过程的最后,一个基于 Kinect 的三关卡游戏原型被用于对一名被诊断为肩周炎并一直在医院接受治疗的患者进行案例研究。研究结果根据从不同利益相关方收集的数据中得出的结果,团队对原型游戏进行了反复开发,并由一名有肩周炎症状的参与者进行了评估。研究结果表明,尽管与健康相关的生活质量没有得到明显改善,但该受试者的肩部活动能力得到了增强,疼痛强度也有所降低。不过,该受试者对原型游戏的体验表示满意。结论本研究强调了让不同利益相关者参与开发过程的重要性,以便开发出更有效的、以用户为中心的严肃康复游戏。原型游戏所体现的参与式方法表明,在康复过程中,用户体验和整体效果都有可能得到改善。
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来源期刊
CiteScore
6.70
自引率
11.40%
发文量
56
期刊介绍: Games for Health Journal is the first peer-reviewed journal dedicated to advancing the impact of game research, technologies, and applications on human health and well-being. This ground-breaking publication delivers original research that directly impacts this emerging, widely-recognized, and increasingly adopted area of healthcare. Games are rapidly becoming an important tool for improving health behaviors ranging from healthy lifestyle habits and behavior modification, to self-management of illness and chronic conditions to motivating and supporting physical activity. Games are also increasingly used to train healthcare professionals in methods for diagnosis, medical procedures, patient monitoring, as well as for responding to epidemics and natural disasters. Games for Health Journal is a must for anyone interested in the research and design of health games that integrate well-tested, evidence-based behavioral health strategies to help improve health behaviors and to support the delivery of care. Games for Health Journal coverage includes: -Nutrition, weight management, obesity -Disease prevention, self-management, and adherence -Cognitive, mental, emotional, and behavioral health -Games in home-to-clinic telehealth systems
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