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Commercial gaming devices for stroke upper limb rehabilitation: The stroke survivor experience
INTRODUCTION: Approximately 30% of stroke survivors experience an upper limb impairment, which impacts on participation and quality of life. Gaming devices (Nintendo Wii) are being incorporated into rehabilitation to improve function. We explored the stroke survivor experience of gaming as an upper...
Autores principales: | , , , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
SAGE Publications
2020
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Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8855408/ https://www.ncbi.nlm.nih.gov/pubmed/35186319 http://dx.doi.org/10.1177/2055668320915381 |
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author | Thomson, Katie Pollock, Alex Bugge, Carol Brady, Marian C |
author_facet | Thomson, Katie Pollock, Alex Bugge, Carol Brady, Marian C |
author_sort | Thomson, Katie |
collection | PubMed |
description | INTRODUCTION: Approximately 30% of stroke survivors experience an upper limb impairment, which impacts on participation and quality of life. Gaming devices (Nintendo Wii) are being incorporated into rehabilitation to improve function. We explored the stroke survivor experience of gaming as an upper limb intervention. METHODS: Semi-structured, individual interviews with stroke survivors living within the UK were completed. Interviews were audio-recorded, transcribed verbatim and analysed using Framework methods. Transcripts were coded and summarised into thematic charts. Thematic charts were refined during analysis until the final framework emerged. RESULTS: We captured experiences of 12 stroke survivors who used Nintendo Wii. Gaming devices were found to be acceptable for all ages but varying levels of enthusiasm existed. Enthusiastic players described gaming as having a positive impact on their motivation to engage in rehabilitation. For some, this became a leisure activity, encouraging self-practice. Non-enthusiastic players preferred sports to gaming. CONCLUSION: An in-depth account of stroke survivor experiences of gaming within upper limb rehabilitation has been captured. Suitability of gaming should be assessed individually and stroke survivor abilities and preference for interventions should be taken into consideration. There was no indication that older stroke survivors or those with no previous experience of gaming were less likely to enjoy the activity. |
format | Online Article Text |
id | pubmed-8855408 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2020 |
publisher | SAGE Publications |
record_format | MEDLINE/PubMed |
spelling | pubmed-88554082022-02-19 Commercial gaming devices for stroke upper limb rehabilitation: The stroke survivor experience Thomson, Katie Pollock, Alex Bugge, Carol Brady, Marian C J Rehabil Assist Technol Eng Original Article INTRODUCTION: Approximately 30% of stroke survivors experience an upper limb impairment, which impacts on participation and quality of life. Gaming devices (Nintendo Wii) are being incorporated into rehabilitation to improve function. We explored the stroke survivor experience of gaming as an upper limb intervention. METHODS: Semi-structured, individual interviews with stroke survivors living within the UK were completed. Interviews were audio-recorded, transcribed verbatim and analysed using Framework methods. Transcripts were coded and summarised into thematic charts. Thematic charts were refined during analysis until the final framework emerged. RESULTS: We captured experiences of 12 stroke survivors who used Nintendo Wii. Gaming devices were found to be acceptable for all ages but varying levels of enthusiasm existed. Enthusiastic players described gaming as having a positive impact on their motivation to engage in rehabilitation. For some, this became a leisure activity, encouraging self-practice. Non-enthusiastic players preferred sports to gaming. CONCLUSION: An in-depth account of stroke survivor experiences of gaming within upper limb rehabilitation has been captured. Suitability of gaming should be assessed individually and stroke survivor abilities and preference for interventions should be taken into consideration. There was no indication that older stroke survivors or those with no previous experience of gaming were less likely to enjoy the activity. SAGE Publications 2020-05-13 /pmc/articles/PMC8855408/ /pubmed/35186319 http://dx.doi.org/10.1177/2055668320915381 Text en © The Author(s) 2020 https://creativecommons.org/licenses/by-nc/4.0/Creative Commons Non Commercial CC BY-NC: This article is distributed under the terms of the Creative Commons Attribution-NonCommercial 4.0 License (https://creativecommons.org/licenses/by-nc/4.0/) which permits non-commercial use, reproduction and distribution of the work without further permission provided the original work is attributed as specified on the SAGE and Open Access pages (https://us.sagepub.com/en-us/nam/open-access-at-sage). |
spellingShingle | Original Article Thomson, Katie Pollock, Alex Bugge, Carol Brady, Marian C Commercial gaming devices for stroke upper limb rehabilitation: The stroke survivor experience |
title | Commercial gaming devices for stroke upper limb rehabilitation: The stroke survivor experience |
title_full | Commercial gaming devices for stroke upper limb rehabilitation: The stroke survivor experience |
title_fullStr | Commercial gaming devices for stroke upper limb rehabilitation: The stroke survivor experience |
title_full_unstemmed | Commercial gaming devices for stroke upper limb rehabilitation: The stroke survivor experience |
title_short | Commercial gaming devices for stroke upper limb rehabilitation: The stroke survivor experience |
title_sort | commercial gaming devices for stroke upper limb rehabilitation: the stroke survivor experience |
topic | Original Article |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8855408/ https://www.ncbi.nlm.nih.gov/pubmed/35186319 http://dx.doi.org/10.1177/2055668320915381 |
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