Literature DB >> 25256741

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

Danielle Levac1, Deborah Espy2, Emily Fox3, Sujata Pradhan4, Judith E Deutsch5.   

Abstract

Microsoft's Kinect for Xbox 360 virtual reality (VR) video games are promising rehabilitation options because they involve motivating, full-body movement practice. However, these games were designed for recreational use, which creates challenges for clinical implementation. Busy clinicians require decision-making support to inform game selection and implementation that address individual therapeutic goals. This article describes the development and preliminary evaluation of a knowledge translation (KT) resource to support clinical decision making about selection and use of Kinect games in physical therapy. The knowledge-to-action framework guided the development of the Kinecting With Clinicians (KWiC) resource. Five physical therapists with VR and video game expertise analyzed the Kinect Adventure games. A consensus-building method was used to arrive at categories to organize clinically relevant attributes guiding game selection and game play. The process and results of an exploratory usability evaluation of the KWiC resource by clinicians through interviews and focus groups at 4 clinical sites is described. Subsequent steps in the evaluation and KT process are proposed, including making the KWiC resource Web-based and evaluating the utility of the online resource in clinical practice.
© 2015 American Physical Therapy Association.

Mesh:

Year:  2014        PMID: 25256741      PMCID: PMC4348717          DOI: 10.2522/ptj.20130618

Source DB:  PubMed          Journal:  Phys Ther        ISSN: 0031-9023


  51 in total

Review 1.  Virtual reality in paediatric rehabilitation: a review.

Authors:  Thomas D Parsons; Albert A Rizzo; Steve Rogers; Philip York
Journal:  Dev Neurorehabil       Date:  2009-08       Impact factor: 2.308

2.  Best practice recommendations for the development, implementation, and evaluation of online knowledge translation resources in rehabilitation.

Authors:  Danielle Levac; Stephanie M N Glegg; Chantal Camden; Lisa M Rivard; Cheryl Missiuna
Journal:  Phys Ther       Date:  2014-10-09

3.  Cochrane review: virtual reality for stroke rehabilitation.

Authors:  K Laver; S George; S Thomas; J E Deutsch; M Crotty
Journal:  Eur J Phys Rehabil Med       Date:  2012-06-20       Impact factor: 2.874

Review 4.  A review of evaluation outcomes of web-based continuing medical education.

Authors:  Vernon R Curran; Lisa Fleet
Journal:  Med Educ       Date:  2005-06       Impact factor: 6.251

5.  Motor learning in children: feedback effects on skill acquisition.

Authors:  Katherine J Sullivan; Shailesh S Kantak; Patricia A Burtner
Journal:  Phys Ther       Date:  2008-03-13

Review 6.  Physiotherapy treatment approaches for the recovery of postural control and lower limb function following stroke: a systematic review.

Authors:  Alex Pollock; Gillian Baer; Peter Langhorne; Valerie Pomeroy
Journal:  Clin Rehabil       Date:  2007-05       Impact factor: 3.477

7.  Video game-based coordinative training improves ataxia in children with degenerative ataxia.

Authors:  Winfried Ilg; Cornelia Schatton; Julia Schicks; Martin A Giese; Ludger Schöls; Matthis Synofzik
Journal:  Neurology       Date:  2012-10-31       Impact factor: 9.910

8.  Does the Inclusion of Virtual Reality Games within Conventional Rehabilitation Enhance Balance Retraining after a Recent Episode of Stroke?

Authors:  B S Rajaratnam; J Gui Kaien; K Lee Jialin; Kwek Sweesin; S Sim Fenru; Lee Enting; E Ang Yihsia; Ng Keathwee; Su Yunfeng; W Woo Yinghowe; S Teo Siaoting
Journal:  Rehabil Res Pract       Date:  2013-08-18

Review 9.  Brain plasticity and motor practice in cognitive aging.

Authors:  Liuyang Cai; John S Y Chan; Jin H Yan; Kaiping Peng
Journal:  Front Aging Neurosci       Date:  2014-03-10       Impact factor: 5.750

10.  Assistive technologies after stroke: self-management or fending for yourself? A focus group study.

Authors:  Sara Demain; Jane Burridge; Caroline Ellis-Hill; Ann-Marie Hughes; Lucy Yardley; Lisa Tedesco-Triccas; Ian Swain
Journal:  BMC Health Serv Res       Date:  2013-08-22       Impact factor: 2.655

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  17 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.  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

3.  Modifying Kinect placement to improve upper limb joint angle measurement accuracy.

Authors:  Na Jin Seo; Mojtaba F Fathi; Pilwon Hur; Vincent Crocher
Journal:  J Hand Ther       Date:  2016-10-18       Impact factor: 1.950

4.  Capturing Upper Limb Gross Motor Categories Using the Kinect® Sensor.

Authors:  Na Jin Seo; Vincent Crocher; Egli Spaho; Charles R Ewert; Mojtaba F Fathi; Pilwon Hur; Sara A Lum; Elizabeth M Humanitzki; Abigail L Kelly; Viswanathan Ramakrishnan; Michelle L Woodbury
Journal:  Am J Occup Ther       Date:  2019 Jul/Aug

5.  Doctoral physical therapy students’ increased confidence following exploration of active video gaming systems in a problem-based learning curriculum in the United States: a pre- and post-intervention study

Authors:  Michelle Elizabeth Wormley; Wendy Romney; Diana Veneri; Andrea Oberlander
Journal:  J Educ Eval Health Prof       Date:  2022-04-26

6.  The Relationship Between Engagement and Neurophysiological Measures of Attention in Motion-Controlled Video Games: A Randomized Controlled Trial.

Authors:  Amber M Leiker; Matthew Miller; Lauren Brewer; Monica Nelson; Maria Siow; Keith Lohse
Journal:  JMIR Serious Games       Date:  2016-04-21       Impact factor: 4.143

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.  Using Xbox kinect motion capture technology to improve clinical rehabilitation outcomes for balance and cardiovascular health in an individual with chronic TBI.

Authors:  Shane Chanpimol; Bryant Seamon; Haniel Hernandez; Michael Harris-Love; Marc R Blackman
Journal:  Arch Physiother       Date:  2017-05-31

Review 9.  A Review on Technical and Clinical Impact of Microsoft Kinect on Physical Therapy and Rehabilitation.

Authors:  Hossein Mousavi Hondori; Maryam Khademi
Journal:  J Med Eng       Date:  2014-12-10

Review 10.  Virtual reality for stroke rehabilitation.

Authors:  Kate E Laver; Belinda Lange; Stacey George; Judith E Deutsch; Gustavo Saposnik; Maria Crotty
Journal:  Cochrane Database Syst Rev       Date:  2017-11-20
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