评价三级医院急性脑卒中患者精细运动技能康复运动游戏的可行性:准实验研究。

IF 2.8 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH
Nan Wu, Darshini Devi Rajasegeran, Fazila Aloweni, Shin Yuh Ang, Karen Heslop
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引用次数: 0

摘要

背景:上肢(UL)损伤会影响精细运动控制,包括抓取和操作物体的能力。Exergames是一种创新和技术驱动的干预措施,可以提高患者对康复锻炼的参与度和依从性。然而,有有限的证据评估其可行性在急性护理设置,立即中风后。目的:本研究旨在评估急性和亚急性脑卒中幸存者使用exergames的可行性,并确定影响其可接受性和可用性的因素。方法:采用准实验、单组后测设计,方便抽样,招募急性和亚急性脑卒中患者。参与者至少进行一次“钓鱼”和“勇敢的鸟”这两个游戏。这些游戏是专门为促进手部和手指运动而设计的。使用技术接受模型(TAM)问卷收集干预后的数据,测量用户友好度、态度和未来使用的意图。结果:共招募了47名参与者,平均年龄为61.2岁。总体平均TAM得分为70.72(±12.64;范围:39-84/84),表明游戏具有较高的可接受性和可用性。年龄越小,TAM得分越高(76.24±6.56;P = 0.026)。男性得分(72.67±12.75)高于女性得分(67.95±12.28)。高学历者TAM得分最高(77.11±4.44),卧床者最低(45±8.49)。结论:Exergames对于急性脑卒中患者UL的恢复是可行且可接受的。用户接受程度因年龄、性别、教育程度和流动性而异,强调在设计基于技术的康复干预措施时需要个性化的方法。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
To Evaluate the Feasibility of Exergames for Fine Motor Skill Rehabilitation Among Acute Stroke Patients in a Tertiary Hospital: A Quasi-experimental Study.

Background: Upper limb (UL) impairments can affect fine motor control, including the ability to grasp and manipulate objects. Exergames, an innovative and technology-driven intervention, may enhance patient engagement and adherence to rehabilitation exercises. However, there is limited evidence assessing their feasibility in the acute care setting, immediate post-stroke. Aim: This study aimed to evaluate the feasibility of exergames among acute and subacute stroke survivors and to identify factors influencing their acceptability and usability. Methods: A quasi-experimental, one-group post-test design was employed, with convenience sampling to recruit acute and subacute stroke patients experiencing UL impairments. Participants engaged in two exergames, "Fishing" and "Brave Bird," at least once. These games were specifically designed to promote improved hand and finger movement. Post-intervention data were collected using the technology acceptance model (TAM) questionnaire, measuring user-friendliness, attitudes, and intentions for future use. Results: A total of 47 participants were recruited, with a mean age of 61.2 years. The overall mean TAM score was 70.72 (±12.64; range: 39-84/84), indicating high acceptance and usability of the exergames. Younger participants showed significantly higher TAM scores (76.24 ± 6.56; P = 0.026). Males had higher scores (72.67 ± 12.75) compared with females (67.95 ± 12.28). Participants with higher education had the greatest TAM scores (77.11 ± 4.44), while bedbound participants reported the lowest scores (45 ± 8.49). Conclusions: Exergames were feasible and acceptable for UL recovery in acute stroke patients. User acceptance varied by age, gender, education, and mobility, emphasizing the need for personalized approaches in designing technology-based rehabilitation interventions.

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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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