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A Clinical Decision-Making Framework for the Use of Video Gaming as a Therapeutic Modality

Virtual reality and video gaming offer modulation of more exercise and motor learning parameters simultaneously than other modalities; however, there is a demonstrated need for resources to facilitate their effective use clinically. This article presents a conceptual framework to guide clinical-deci...

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Autores principales: Espy, Debbie, Reinthal, Ann, Dal Bello-Haas, Vanina
Formato: Online Artículo Texto
Lenguaje:English
Publicado: Frontiers Media S.A. 2021
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8193226/
https://www.ncbi.nlm.nih.gov/pubmed/34122293
http://dx.doi.org/10.3389/fneur.2021.610095
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author Espy, Debbie
Reinthal, Ann
Dal Bello-Haas, Vanina
author_facet Espy, Debbie
Reinthal, Ann
Dal Bello-Haas, Vanina
author_sort Espy, Debbie
collection PubMed
description Virtual reality and video gaming offer modulation of more exercise and motor learning parameters simultaneously than other modalities; however, there is a demonstrated need for resources to facilitate their effective use clinically. This article presents a conceptual framework to guide clinical-decision making for the selection, adaptation, modulation, and progression of virtual reality or gaming when used as a therapeutic exercise modality, and two cases as exemplars. This framework was developed by adapting the steps of theory derivation, whereby concepts and parent theories are brought together to describe a new structure or phenomenon of interest. Specifically, motor learning theory, integrated motor control theory, Gentile's Taxonomy of Tasks, and therapeutic exercise principles were integrated to develop this framework. It incorporates person (body segment), environmental, and task demands; each demand is comprised of realm, category, choice, and continuum parameters as motor training considerations and alternatives for decision-making. This framework: (1) provides structure to guide clinical decisions for effective and safe use of virtual reality or gaming to meet therapeutic goals and requirements, (2) is a concise and organized method to identify, document, and track the therapeutic components of protocols and client progression over time; (3) can facilitate documentation for reimbursement and communication among clinicians; and, (4) structures student learning, and (5) informs research questions and methods.
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spelling pubmed-81932262021-06-12 A Clinical Decision-Making Framework for the Use of Video Gaming as a Therapeutic Modality Espy, Debbie Reinthal, Ann Dal Bello-Haas, Vanina Front Neurol Neurology Virtual reality and video gaming offer modulation of more exercise and motor learning parameters simultaneously than other modalities; however, there is a demonstrated need for resources to facilitate their effective use clinically. This article presents a conceptual framework to guide clinical-decision making for the selection, adaptation, modulation, and progression of virtual reality or gaming when used as a therapeutic exercise modality, and two cases as exemplars. This framework was developed by adapting the steps of theory derivation, whereby concepts and parent theories are brought together to describe a new structure or phenomenon of interest. Specifically, motor learning theory, integrated motor control theory, Gentile's Taxonomy of Tasks, and therapeutic exercise principles were integrated to develop this framework. It incorporates person (body segment), environmental, and task demands; each demand is comprised of realm, category, choice, and continuum parameters as motor training considerations and alternatives for decision-making. This framework: (1) provides structure to guide clinical decisions for effective and safe use of virtual reality or gaming to meet therapeutic goals and requirements, (2) is a concise and organized method to identify, document, and track the therapeutic components of protocols and client progression over time; (3) can facilitate documentation for reimbursement and communication among clinicians; and, (4) structures student learning, and (5) informs research questions and methods. Frontiers Media S.A. 2021-05-28 /pmc/articles/PMC8193226/ /pubmed/34122293 http://dx.doi.org/10.3389/fneur.2021.610095 Text en Copyright © 2021 Espy, Reinthal and Dal Bello-Haas. https://creativecommons.org/licenses/by/4.0/This is an open-access article distributed under the terms of the Creative Commons Attribution License (CC BY). The use, distribution or reproduction in other forums is permitted, provided the original author(s) and the copyright owner(s) are credited and that the original publication in this journal is cited, in accordance with accepted academic practice. No use, distribution or reproduction is permitted which does not comply with these terms.
spellingShingle Neurology
Espy, Debbie
Reinthal, Ann
Dal Bello-Haas, Vanina
A Clinical Decision-Making Framework for the Use of Video Gaming as a Therapeutic Modality
title A Clinical Decision-Making Framework for the Use of Video Gaming as a Therapeutic Modality
title_full A Clinical Decision-Making Framework for the Use of Video Gaming as a Therapeutic Modality
title_fullStr A Clinical Decision-Making Framework for the Use of Video Gaming as a Therapeutic Modality
title_full_unstemmed A Clinical Decision-Making Framework for the Use of Video Gaming as a Therapeutic Modality
title_short A Clinical Decision-Making Framework for the Use of Video Gaming as a Therapeutic Modality
title_sort clinical decision-making framework for the use of video gaming as a therapeutic modality
topic Neurology
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8193226/
https://www.ncbi.nlm.nih.gov/pubmed/34122293
http://dx.doi.org/10.3389/fneur.2021.610095
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