Cargando…

Therapists’ Perceptions of Social Media and Video Game Technologies in Upper Limb Rehabilitation

BACKGROUND: The application of technologies, such as video gaming and social media for rehabilitation, is garnering interest in the medical field. However, little research has examined clinicians’ perspectives regarding technology adoption by their clients. OBJECTIVE: The objective of our study was...

Descripción completa

Detalles Bibliográficos
Autores principales: Tatla, Sandy K, Shirzad, Navid, Lohse, Keith R, Virji-Babul, Naznin, Hoens, Alison M, Holsti, Liisa, Li, Linda C, Miller, Kimberly J, Lam, Melanie Y, Van der Loos, HF Machiel
Formato: Online Artículo Texto
Lenguaje:English
Publicado: JMIR Publications Inc. 2015
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC4373832/
https://www.ncbi.nlm.nih.gov/pubmed/25759148
http://dx.doi.org/10.2196/games.3401
_version_ 1782363392094240768
author Tatla, Sandy K
Shirzad, Navid
Lohse, Keith R
Virji-Babul, Naznin
Hoens, Alison M
Holsti, Liisa
Li, Linda C
Miller, Kimberly J
Lam, Melanie Y
Van der Loos, HF Machiel
author_facet Tatla, Sandy K
Shirzad, Navid
Lohse, Keith R
Virji-Babul, Naznin
Hoens, Alison M
Holsti, Liisa
Li, Linda C
Miller, Kimberly J
Lam, Melanie Y
Van der Loos, HF Machiel
author_sort Tatla, Sandy K
collection PubMed
description BACKGROUND: The application of technologies, such as video gaming and social media for rehabilitation, is garnering interest in the medical field. However, little research has examined clinicians’ perspectives regarding technology adoption by their clients. OBJECTIVE: The objective of our study was to explore therapists’ perceptions of how young people and adults with hemiplegia use gaming and social media technologies in daily life and in rehabilitation, and to identify barriers to using these technologies in rehabilitation. METHODS: We conducted two focus groups comprised of ten occupational therapists/physiotherapists who provide neurorehabilitation to individuals with hemiplegia secondary to stroke or cerebral palsy. Data was analyzed using inductive thematic analysis. The diffusion of innovations theory provided a framework to interpret emerging themes. RESULTS: Therapists were using technology in a limited capacity. They identified barriers to using social media and gaming technology with their clients, including a lack of age appropriateness, privacy issues with social media, limited transfer of training, and a lack of accessibility of current systems. Therapists also questioned their role in the context of technology-based interventions. The opportunity for social interaction was perceived as a major benefit of integrated gaming and social media. CONCLUSIONS: This study reveals the complexities associated with adopting new technologies in clinical practice, including the need to consider both client and clinician factors. Despite reporting several challenges with applying gaming and social media technology with clinical populations, therapists identified opportunities for increased social interactions and were willing to help shape the development of an upper limb training system that could more readily meet the needs of clients with hemiplegia. By considering the needs of both therapists and clients, technology developers may increase the likelihood that clinicians will adopt innovative technologies.
format Online
Article
Text
id pubmed-4373832
institution National Center for Biotechnology Information
language English
publishDate 2015
publisher JMIR Publications Inc.
record_format MEDLINE/PubMed
spelling pubmed-43738322015-04-02 Therapists’ Perceptions of Social Media and Video Game Technologies in Upper Limb Rehabilitation Tatla, Sandy K Shirzad, Navid Lohse, Keith R Virji-Babul, Naznin Hoens, Alison M Holsti, Liisa Li, Linda C Miller, Kimberly J Lam, Melanie Y Van der Loos, HF Machiel JMIR Serious Games Original Paper BACKGROUND: The application of technologies, such as video gaming and social media for rehabilitation, is garnering interest in the medical field. However, little research has examined clinicians’ perspectives regarding technology adoption by their clients. OBJECTIVE: The objective of our study was to explore therapists’ perceptions of how young people and adults with hemiplegia use gaming and social media technologies in daily life and in rehabilitation, and to identify barriers to using these technologies in rehabilitation. METHODS: We conducted two focus groups comprised of ten occupational therapists/physiotherapists who provide neurorehabilitation to individuals with hemiplegia secondary to stroke or cerebral palsy. Data was analyzed using inductive thematic analysis. The diffusion of innovations theory provided a framework to interpret emerging themes. RESULTS: Therapists were using technology in a limited capacity. They identified barriers to using social media and gaming technology with their clients, including a lack of age appropriateness, privacy issues with social media, limited transfer of training, and a lack of accessibility of current systems. Therapists also questioned their role in the context of technology-based interventions. The opportunity for social interaction was perceived as a major benefit of integrated gaming and social media. CONCLUSIONS: This study reveals the complexities associated with adopting new technologies in clinical practice, including the need to consider both client and clinician factors. Despite reporting several challenges with applying gaming and social media technology with clinical populations, therapists identified opportunities for increased social interactions and were willing to help shape the development of an upper limb training system that could more readily meet the needs of clients with hemiplegia. By considering the needs of both therapists and clients, technology developers may increase the likelihood that clinicians will adopt innovative technologies. JMIR Publications Inc. 2015-03-10 /pmc/articles/PMC4373832/ /pubmed/25759148 http://dx.doi.org/10.2196/games.3401 Text en ©Sandy K Tatla, Navid Shirzad, Keith R Lohse, Naznin Virji-Babul, Alison M Hoens, Liisa Holsti, Linda C Li, Kimberly J Miller, Melanie Y Lam, HF Machiel Van der Loos. Originally published in JMIR Serious Games (http://games.jmir.org), 10.03.2015. http://creativecommons.org/licenses/by/2.0/ This is an open-access article distributed under the terms of the Creative Commons Attribution License (http://creativecommons.org/licenses/by/2.0/), which permits unrestricted use, distribution, and reproduction in any medium, provided the original work, first published in JMIR Serious Games, is properly cited. The complete bibliographic information, a link to the original publication on http://games.jmir.org, as well as this copyright and license information must be included.
spellingShingle Original Paper
Tatla, Sandy K
Shirzad, Navid
Lohse, Keith R
Virji-Babul, Naznin
Hoens, Alison M
Holsti, Liisa
Li, Linda C
Miller, Kimberly J
Lam, Melanie Y
Van der Loos, HF Machiel
Therapists’ Perceptions of Social Media and Video Game Technologies in Upper Limb Rehabilitation
title Therapists’ Perceptions of Social Media and Video Game Technologies in Upper Limb Rehabilitation
title_full Therapists’ Perceptions of Social Media and Video Game Technologies in Upper Limb Rehabilitation
title_fullStr Therapists’ Perceptions of Social Media and Video Game Technologies in Upper Limb Rehabilitation
title_full_unstemmed Therapists’ Perceptions of Social Media and Video Game Technologies in Upper Limb Rehabilitation
title_short Therapists’ Perceptions of Social Media and Video Game Technologies in Upper Limb Rehabilitation
title_sort therapists’ perceptions of social media and video game technologies in upper limb rehabilitation
topic Original Paper
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC4373832/
https://www.ncbi.nlm.nih.gov/pubmed/25759148
http://dx.doi.org/10.2196/games.3401
work_keys_str_mv AT tatlasandyk therapistsperceptionsofsocialmediaandvideogametechnologiesinupperlimbrehabilitation
AT shirzadnavid therapistsperceptionsofsocialmediaandvideogametechnologiesinupperlimbrehabilitation
AT lohsekeithr therapistsperceptionsofsocialmediaandvideogametechnologiesinupperlimbrehabilitation
AT virjibabulnaznin therapistsperceptionsofsocialmediaandvideogametechnologiesinupperlimbrehabilitation
AT hoensalisonm therapistsperceptionsofsocialmediaandvideogametechnologiesinupperlimbrehabilitation
AT holstiliisa therapistsperceptionsofsocialmediaandvideogametechnologiesinupperlimbrehabilitation
AT lilindac therapistsperceptionsofsocialmediaandvideogametechnologiesinupperlimbrehabilitation
AT millerkimberlyj therapistsperceptionsofsocialmediaandvideogametechnologiesinupperlimbrehabilitation
AT lammelaniey therapistsperceptionsofsocialmediaandvideogametechnologiesinupperlimbrehabilitation
AT vanderlooshfmachiel therapistsperceptionsofsocialmediaandvideogametechnologiesinupperlimbrehabilitation