Literature DB >> 23362843

Integrating virtual reality video games into practice: clinicians' experiences.

Danielle E Levac1, Patricia A Miller.   

Abstract

The Nintendo Wii is a popular virtual reality (VR) video gaming system in rehabilitation practice and research. As evidence emerges related to its effectiveness as a physical therapy training method, clinicians require information about the pragmatics of its use in practice. The purpose of this descriptive qualitative study is to explore observations and insights from a sample of physical therapists (PTs) working with children with acquired brain injury regarding practical implications of using the Wii as a physical therapy intervention. Six PTs employed at a children's rehabilitation center participated in semi-structured interviews, which were transcribed and analyzed using content analysis. Two themes summarize the practical implications of Wii use: 1) technology meets clinical practice; and 2) onus is on the therapist. Therapists described both beneficial and challenging implications arising from the intersection of technology and practice, and reported the personal commitment required to orient oneself to the gaming system and capably implement this intervention. Findings include issues that may be relevant to professional development in a broader rehabilitation context, including suggestions for the content of educational initiatives and the need for institutional support from managers in the form of physical resources for VR implementation.

Entities:  

Mesh:

Year:  2013        PMID: 23362843     DOI: 10.3109/09593985.2012.762078

Source DB:  PubMed          Journal:  Physiother Theory Pract        ISSN: 0959-3985            Impact factor:   2.279


  15 in total

Review 1.  Barriers, Facilitators and Interventions to Support Virtual Reality Implementation in Rehabilitation: A Scoping Review.

Authors:  Stephanie Miranda Nadine Glegg; Danielle Elaine Levac
Journal:  PM R       Date:  2018-11       Impact factor: 2.298

2.  Considerations in the efficacy and effectiveness of virtual reality interventions for stroke rehabilitation: moving the field forward.

Authors:  Rachel Proffitt; Belinda Lange
Journal:  Phys Ther       Date:  2014-10-24

3.  "Kinect-ing" with clinicians: a knowledge translation resource to support decision making about video game use in rehabilitation.

Authors:  Danielle Levac; Deborah Espy; Emily Fox; Sujata Pradhan; Judith E Deutsch
Journal:  Phys Ther       Date:  2014-09-25

4.  Virtual Reality and Serious Games in Neurorehabilitation of Children and Adults: Prevention, Plasticity, and Participation.

Authors:  Judith E Deutsch; Sarah Westcott McCoy
Journal:  Pediatr Phys Ther       Date:  2017-07       Impact factor: 3.049

5.  A Wii Bit of Fun: A Novel Platform to Deliver Effective Balance Training to Older Adults.

Authors:  Caroline Whyatt; Niamh A Merriman; William R Young; Fiona N Newell; Cathy Craig
Journal:  Games Health J       Date:  2015-10-15

6.  Influence of the Perspectives on the Movement of One-Leg Lifting in an Interactive-Visual Virtual Environment: A Pilot Study.

Authors:  Chien-Hua Huang; Chun Pei; Tien-Lung Sun
Journal:  PLoS One       Date:  2016-09-20       Impact factor: 3.240

7.  A knowledge translation intervention to enhance clinical application of a virtual reality system in stroke rehabilitation.

Authors:  Danielle Levac; Stephanie M N Glegg; Heidi Sveistrup; Heather Colquhoun; Patricia A Miller; Hillel Finestone; Vincent DePaul; Jocelyn E Harris; Diana Velikonja
Journal:  BMC Health Serv Res       Date:  2016-10-06       Impact factor: 2.655

8.  Perceptions of using videogames in rehabilitation: a dual perspective of people with multiple sclerosis and physiotherapists.

Authors:  Anette Forsberg; Ylva Nilsagård; Katrin Boström
Journal:  Disabil Rehabil       Date:  2014-05-16       Impact factor: 3.033

9.  Effectiveness of a strategy that uses educational games to implement clinical practice guidelines among Spanish residents of family and community medicine (e-EDUCAGUIA project): a clinical trial by clusters.

Authors:  Isabel Del Cura-González; Juan A López-Rodríguez; Teresa Sanz-Cuesta; Ricardo Rodríguez-Barrientos; Jesús Martín-Fernández; Gloria Ariza-Cardiel; Elena Polentinos-Castro; Begoña Román-Crespo; Esperanza Escortell-Mayor; Milagros Rico-Blázquez; Virginia Hernández-Santiago; Amaya Azcoaga-Lorenzo; Elena Ojeda-Ruiz; Ana I González-González; José F Ávila-Tomas; Jaime Barrio-Cortés; José M Molero-García; Raul Ferrer-Peña; María Eugenia Tello-Bernabé; Mar Trujillo-Martín
Journal:  Implement Sci       Date:  2016-05-17       Impact factor: 7.327

10.  Effectiveness of Virtual Reality Interventions for Adolescent Patients in Hospital Settings: Systematic Review.

Authors:  Brad Ridout; Joshua Kelson; Andrew Campbell; Kate Steinbeck
Journal:  J Med Internet Res       Date:  2021-06-28       Impact factor: 5.428

View more

北京卡尤迪生物科技股份有限公司 © 2022-2023.