{"title":"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。","authors":"Nan Wu, Darshini Devi Rajasegeran, Fazila Aloweni, Shin Yuh Ang, Karen Heslop","doi":"10.1177/2161783X251370423","DOIUrl":null,"url":null,"abstract":"<p><p><b><i>Background:</i></b> 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. <b><i>Aim:</i></b> This study aimed to evaluate the feasibility of exergames among acute and subacute stroke survivors and to identify factors influencing their acceptability and usability. <b><i>Methods:</i></b> 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. <b><i>Results:</i></b> 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; <i>P</i> = 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). <b><i>Conclusions:</i></b> 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.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":""},"PeriodicalIF":2.8000,"publicationDate":"2025-08-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"To Evaluate the Feasibility of Exergames for Fine Motor Skill Rehabilitation Among Acute Stroke Patients in a Tertiary Hospital: A Quasi-experimental Study.\",\"authors\":\"Nan Wu, Darshini Devi Rajasegeran, Fazila Aloweni, Shin Yuh Ang, Karen Heslop\",\"doi\":\"10.1177/2161783X251370423\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"<p><p><b><i>Background:</i></b> 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. <b><i>Aim:</i></b> This study aimed to evaluate the feasibility of exergames among acute and subacute stroke survivors and to identify factors influencing their acceptability and usability. <b><i>Methods:</i></b> 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. <b><i>Results:</i></b> 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; <i>P</i> = 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). <b><i>Conclusions:</i></b> 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.</p>\",\"PeriodicalId\":47401,\"journal\":{\"name\":\"Games for Health Journal\",\"volume\":\" \",\"pages\":\"\"},\"PeriodicalIF\":2.8000,\"publicationDate\":\"2025-08-21\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Games for Health Journal\",\"FirstCategoryId\":\"3\",\"ListUrlMain\":\"https://doi.org/10.1177/2161783X251370423\",\"RegionNum\":3,\"RegionCategory\":\"医学\",\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q2\",\"JCRName\":\"PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Games for Health Journal","FirstCategoryId":"3","ListUrlMain":"https://doi.org/10.1177/2161783X251370423","RegionNum":3,"RegionCategory":"医学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q2","JCRName":"PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH","Score":null,"Total":0}
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.
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