Use of gaming as an occupation in adults with upper limb impairment: a scoping review.

IF 2.1 4区 医学 Q2 REHABILITATION
Marlies Wanasili, Vincent Crocher, Danielle Hitch, Anne Vu, Lana O'Neil, Marlena Klaic, Catherine M Said
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Abstract

Purpose: Gaming is a meaningful occupation for 3.3 billion people worldwide and is also used for upper limb rehabilitation. Yet, little is known regarding the use of gaming as a meaningful occupation for people with upper limb impairment. This scoping review thus explored the use of gaming through an occupational lens.

Materials and methods: This scoping review was conducted using the Arksey and O'Malley framework and Joanna Briggs Institute scoping review methodology and protocol template. Medline, CINAHL, IEEE Xplore and Embase were searched for studies that included gaming as an intervention for people with upper limb impairment. Studies exploring occupation, occupational engagement, activity or participation were included.

Results: Of the 282 studies included, only 10 explored occupational engagement. Gaming was used predominantly for stroke populations (n = 237) and conducted in a hospital setting (n = 150). Across the studies, 157 systems were used, ranging from dedicated rehabilitation robots to commercial gaming systems, and 85 different activity and participation outcome measures were reported. Qualitative studies reported themes of peer socialisation and perceived upper limb improvement that fostered gaming use.

Conclusions: This review identified limited representation of gaming being utilised as a meaningful occupation for people with upper limb impairment. Given the importance of participating in meaningful occupations for people with upper limb disability, further research exploring the potential of gaming to promote occupational engagement is warranted.Implications for rehabilitationGaming could offer a meaningful occupation for people with upper limb impairment to enhance social connection and well-being in rehabilitation.Rehabilitation professionals should explore the role of gaming beyond therapeutic intervention, using outcome measures to assess occupational engagement.Research is needed to explore the long-term adoption and impact of gaming on participation.

上肢损伤的成年人将游戏作为职业:范围回顾。
目的:游戏是全球33亿人的一项有意义的职业,也用于上肢康复。然而,对于上肢受损的人来说,玩游戏是一种有意义的职业,这一点我们知之甚少。因此,本文从职业角度探讨了游戏的使用。材料和方法:本综述采用Arksey和O'Malley框架和Joanna Briggs研究所的综述方法和方案模板进行。Medline, CINAHL, IEEE explore和Embase检索了将游戏作为上肢损伤患者干预的研究。研究包括职业、职业参与、活动或参与。结果:在纳入的282项研究中,只有10项探讨了职业投入。游戏主要用于中风人群(n = 237),并在医院环境中进行(n = 150)。在整个研究中,使用了157个系统,从专用康复机器人到商业游戏系统,并报告了85种不同的活动和参与结果测量。定性研究报告了同伴社交和感知上肢改善的主题,促进了游戏的使用。结论:本综述确定了上肢障碍患者将游戏作为一项有意义的职业的有限代表性。考虑到参与有意义的职业对上肢残疾人士的重要性,进一步研究游戏促进职业参与的潜力是必要的。游戏可以为上肢障碍患者提供一种有意义的职业,以增强康复中的社会联系和幸福感。康复专业人员应该探索游戏在治疗干预之外的作用,使用结果测量来评估职业参与。我们需要研究游戏的长期采用和对参与的影响。
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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来源期刊
CiteScore
5.70
自引率
13.60%
发文量
128
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