Amanda Figueiredo Santos de Almeida, Talita Dias da Silva, Íbis Ariana Peña de Moraes, Lilian Del Ciello de Menezes, Eduardo Dati Dias, Luciano Vieira de Araújo, Carlos Bandeira de Mello Monteiro, Helen Dawes, Amanda Orasmo Simcsik, Camila Aparecida de Oliveira Alberissi, Victoria Yanara Hernandes da Silva, Marisa Afonso Andrade Brunherotti, Maria Georgina Marques Tonello
{"title":"在 COVID-19 隔离场景中,虚拟现实作为自闭症谱系障碍患者的远程康复策略:身体活动、运动表现和乐趣。","authors":"Amanda Figueiredo Santos de Almeida, Talita Dias da Silva, Íbis Ariana Peña de Moraes, Lilian Del Ciello de Menezes, Eduardo Dati Dias, Luciano Vieira de Araújo, Carlos Bandeira de Mello Monteiro, Helen Dawes, Amanda Orasmo Simcsik, Camila Aparecida de Oliveira Alberissi, Victoria Yanara Hernandes da Silva, Marisa Afonso Andrade Brunherotti, Maria Georgina Marques Tonello","doi":"10.1080/17483107.2023.2249031","DOIUrl":null,"url":null,"abstract":"<p><strong>Purpose: </strong>People with autism spectrum disorder could benefit from physical activity during the pandemic and COVID-19 restrictions, mainly to maintain adequate physical activity. We aimed to evaluate the feasibility, enjoyment, and potential effect of telerehabilitation using a serious game named 'MoveHero'.</p><p><strong>Materials and methods: </strong>Registered in Clinical Trials (NCT04402034). We adopted a remotely run Telerehabilitation research design with 44 participants recruited: 22 People with ASD people and 22 non-ASD individuals.</p><p><strong>Results: </strong>All participants safely participated, 100% adherence to sessions, ∼60% enjoying the task, and significantly improved performance, with better performance for the NA group at most practice moments.</p><p><strong>Conclusions: </strong>Our findings support both how to implement a gaming intervention and the need to investigate the efficacy of serious games to motivate moderate intensity physical activity in people with ASD.</p>","PeriodicalId":47806,"journal":{"name":"Disability and Rehabilitation-Assistive Technology","volume":null,"pages":null},"PeriodicalIF":1.9000,"publicationDate":"2024-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC11229792/pdf/","citationCount":"0","resultStr":"{\"title\":\"Virtual reality as a telerehabilitation strategy for people with autism spectrum disorder during the COVID-19 quarantine scenario: physical activity, motor performance and enjoyment.\",\"authors\":\"Amanda Figueiredo Santos de Almeida, Talita Dias da Silva, Íbis Ariana Peña de Moraes, Lilian Del Ciello de Menezes, Eduardo Dati Dias, Luciano Vieira de Araújo, Carlos Bandeira de Mello Monteiro, Helen Dawes, Amanda Orasmo Simcsik, Camila Aparecida de Oliveira Alberissi, Victoria Yanara Hernandes da Silva, Marisa Afonso Andrade Brunherotti, Maria Georgina Marques Tonello\",\"doi\":\"10.1080/17483107.2023.2249031\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"<p><strong>Purpose: </strong>People with autism spectrum disorder could benefit from physical activity during the pandemic and COVID-19 restrictions, mainly to maintain adequate physical activity. We aimed to evaluate the feasibility, enjoyment, and potential effect of telerehabilitation using a serious game named 'MoveHero'.</p><p><strong>Materials and methods: </strong>Registered in Clinical Trials (NCT04402034). We adopted a remotely run Telerehabilitation research design with 44 participants recruited: 22 People with ASD people and 22 non-ASD individuals.</p><p><strong>Results: </strong>All participants safely participated, 100% adherence to sessions, ∼60% enjoying the task, and significantly improved performance, with better performance for the NA group at most practice moments.</p><p><strong>Conclusions: </strong>Our findings support both how to implement a gaming intervention and the need to investigate the efficacy of serious games to motivate moderate intensity physical activity in people with ASD.</p>\",\"PeriodicalId\":47806,\"journal\":{\"name\":\"Disability and Rehabilitation-Assistive Technology\",\"volume\":null,\"pages\":null},\"PeriodicalIF\":1.9000,\"publicationDate\":\"2024-07-01\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC11229792/pdf/\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Disability and Rehabilitation-Assistive Technology\",\"FirstCategoryId\":\"3\",\"ListUrlMain\":\"https://doi.org/10.1080/17483107.2023.2249031\",\"RegionNum\":4,\"RegionCategory\":\"医学\",\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"2023/9/11 0:00:00\",\"PubModel\":\"Epub\",\"JCR\":\"Q2\",\"JCRName\":\"REHABILITATION\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Disability and Rehabilitation-Assistive Technology","FirstCategoryId":"3","ListUrlMain":"https://doi.org/10.1080/17483107.2023.2249031","RegionNum":4,"RegionCategory":"医学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"2023/9/11 0:00:00","PubModel":"Epub","JCR":"Q2","JCRName":"REHABILITATION","Score":null,"Total":0}
Virtual reality as a telerehabilitation strategy for people with autism spectrum disorder during the COVID-19 quarantine scenario: physical activity, motor performance and enjoyment.
Purpose: People with autism spectrum disorder could benefit from physical activity during the pandemic and COVID-19 restrictions, mainly to maintain adequate physical activity. We aimed to evaluate the feasibility, enjoyment, and potential effect of telerehabilitation using a serious game named 'MoveHero'.
Materials and methods: Registered in Clinical Trials (NCT04402034). We adopted a remotely run Telerehabilitation research design with 44 participants recruited: 22 People with ASD people and 22 non-ASD individuals.
Results: All participants safely participated, 100% adherence to sessions, ∼60% enjoying the task, and significantly improved performance, with better performance for the NA group at most practice moments.
Conclusions: Our findings support both how to implement a gaming intervention and the need to investigate the efficacy of serious games to motivate moderate intensity physical activity in people with ASD.