动作游戏在脑损伤康复中的应用:住院病人护理的原位多方法研究

C. Putnam, Jinghui Cheng
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引用次数: 1

摘要

在这个项目中,我们探索了如何将基于商业动作的电子游戏应用于一家康复医院的脑损伤患者。我们采访了治疗师并观察了游戏过程。主要调查结果包括:(a)游戏的社交层面受到高度重视;(b)治疗师在使用游戏时具有不同的身体、认知和社交目标;(c)治疗师主要基于熟悉度做出游戏决策,而不是选择最符合治疗目标和患者特征的游戏。我们的研究表明,我们需要决策工具来帮助治疗师对商业游戏做出基于证据的决策;也就是说,帮助他们选择符合会话目标和患者特征的游戏。我们已经扩展了我们的研究,包括日记研究,以便为使用基于案例的推理的决策工具的“种子案例”收集数据。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Motion-games in brain injury rehabilitation: an in-situ multi-method study of inpatient care
In this project, we explored how commercial motion-based video games were used in a rehabilitation hospital with patients who have had a brain injury (BI). We interviewed therapists and observed game sessions. Major findings included: (a) the social aspects of gaming were highly valued; (b) therapists had varied physical, cognitive and social goals when using games; and (c) therapists made game decisions primarily based on familiarity versus choosing games that best match therapeutic goals and patient profiles. Our exploration exposed a need for decision tools to help therapists make evidence-based decisions about commercial games; i.e. to help them choose games that match session goals and patient profiles. We have expanded our research to include diary studies in order to gather data for 'seed cases' for decision tools that use case-based reasoning.
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