游戏技术在肌肉骨骼疾病的上肢康复中的作用-专家见解的范围审查。

IF 1.8 4区 医学 Q2 ORTHOPEDICS
Catherine Mariam George, Javad Raeesi, Armaghan Dabbagh, Mike Szekeres, Joy C MacDermid
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引用次数: 0

摘要

背景:严肃的游戏和游戏越来越多地被用于肌肉骨骼(MSK)患者上肢(UE)康复的治疗干预。目的:描述和总结游戏技术用于MSK条件UE康复的特点。研究设计:范围审查。方法:检索4个数据库。三名评论者筛选了文章,并纳入了i)至少有一名参与者患有MSK病症,ii)使用游戏干预,以及iii)通过使用UE结果测量来关注UE康复的文章。审稿人提取有关研究、患者和游戏特征的数据,并对数据进行描述性总结。利益相关者与专家和治疗师进行了磋商,以获得关于结果和报告结果的反馈。结果:我们纳入了41篇文章。据报道,游戏技术具有参与性(例如,激励,增加依从性)和治疗性(例如,改善运动范围,肌肉力量)的好处。包括骨折(8例)、截肢(8例)、关节炎(5例)、肩撞击综合征(3例)、手部损伤等。游戏技术如Myo (n = 4)、Leap Motion (n = 4)、任天堂Wii (n = 4)、Kinect (n = 6)和Oculus (n = 5)被频繁使用。49%的文章将游戏作为辅助手段,51%的文章将其作为独立干预手段。通常评估关节活动范围和肌肉力量,以及与活动、参与、生活质量、依从性和依从性相关的其他结构。游戏技术的局限性与技术、硬件、游戏、治疗方法和成本有关。结论:多种游戏技术已被用于MSK条件的UE康复。这篇综述总结了这些游戏技术的特点,可以帮助治疗师和研究人员决定使用哪些技术,尽管有些技术目前可能无法使用。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
The role of gaming technology for upper extremity rehabilitation of musculoskeletal conditions-A scoping review with expert insights.

Background: Serious games and gaming are increasingly used as therapeutic interventions in the rehabilitation of the upper extremities (UE) among individuals with musculoskeletal (MSK) conditions.

Purpose: To describe and summarize the characteristics of gaming technology used for UE rehabilitation of MSK conditions.

Study design: Scoping review.

Methods: We searched four databases. Three reviewers screened articles and included articles that i) had at least one participant with an MSK condition, ii) used a gaming intervention, and iii) focused on UE rehabilitation, indicated by using an UE outcome measure. Reviewers extracted data on the study, patient, and gaming characteristics, and descriptively summarized the data. Stakeholder consultations were conducted with experts and therapists to receive feedback on the results and on reporting them.

Results: We included 41 articles. Gaming technology was reported to have participation (eg, to motivate, increase adherence) and therapeutic (eg, improving range of motion, muscle strength) benefits. The conditions included fractures (n = 8), amputation (n = 8), arthritis (n = 5), shoulder impingement syndrome (n = 3), hand injuries, etc. Gaming technologies such as Myo (n = 4), Leap Motion (n = 4), Nintendo Wii (n = 4), Kinect (n = 6), and Oculus (n = 5) were frequently used. Gaming was used as an adjunct in 49% of the articles and as a standalone intervention in 51%. Joint range of motion and muscle power were commonly evaluated, along with other constructs related to activities, participation, quality of life, compliance, and adherence. Limitations of gaming technology were related to the technology, hardware, games, therapeutics, and costs.

Conclusions: A variety of gaming technology has been used for UE rehabilitation of MSK conditions. This review summarizing the characteristics of these gaming technology can help therapists and researchers make decisions on which ones to use, although some may be currently unavailable.

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来源期刊
Journal of Hand Therapy
Journal of Hand Therapy 医学-外科
CiteScore
3.50
自引率
10.00%
发文量
65
审稿时长
19.2 weeks
期刊介绍: The Journal of Hand Therapy is designed for hand therapists, occupational and physical therapists, and other hand specialists involved in the rehabilitation of disabling hand problems. The Journal functions as a source of education and information by publishing scientific and clinical articles. Regular features include original reports, clinical reviews, case studies, editorials, and book reviews.
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