| Literature DB >> 28582236 |
Melanie Y Lam1, Sandy K Tatla2,3, Keith R Lohse4, Navid Shirzad5, Alison M Hoens6, Kimberly J Miller6, Liisa Holsti2,7, Naznin Virji-Babul6,7, H F Machiel Van der Loos8.
Abstract
BACKGROUND: Digital technology is becoming an increasingly popular means of delivering meaningful therapy to individuals with neurological impairments. An understanding of clients' technology use and their perspectives on incorporating technology into rehabilitation can provide researchers and designers with valuable information to inform development of technologies and technology-based rehabilitation programs.Entities:
Keywords: cerebral palsy; gaming; hemiplegia; qualitative research; rehabilitation; social media; stroke; technology adoption
Year: 2015 PMID: 28582236 PMCID: PMC5454546 DOI: 10.2196/rehab.3484
Source DB: PubMed Journal: JMIR Rehabil Assist Technol ISSN: 2369-2529
Participant demographic information.
| Focus group | Participant # | Gender, M/F | Age, years | School grade | Diagnosis | Caregiver present during session |
| 1 (Pediatric) | 1 | M | 13 | 8 | CP, hearing impairment | Y |
| 2 | M | 6 | 1 | CP | Y | |
| 1 (Pediatric) | 3 | M | 11 | 5 | CP | Y |
| 4 | M | 12 | Not disclosed | ABI | Y | |
| 5 | M | 16 | 11 | CP | N | |
| 6 | F | 8 | 3 | CP, visual impairment | Y | |
| 7 | M | 11 | 5 | In utero stroke | Y | |
| 2 (Adults) | 8 | M | 61 | N/A | Stroke | N/A |
| 9 | F | 70 | N/A | Stroke | N/A | |
| 10 | M | 45 | N/A | Stroke | N/A | |
| 11 | M | 73 | N/A | Stroke | N/A | |
| 12 | F | 41 | N/A | Stroke | N/A | |
| 13 | M | 60 | N/A | Stroke | N/A | |
| 14 | M | 75 | N/A | Stroke | N/A | |
| 15 | M | 61 | N/A | Stroke | N/A |
Summary of main barriers to use and main enablers to therapy for adult focus group.
| Features | Representative quotes | |
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| Cost-efficient | Context: the burden of out-of-pocket expenses for therapy beyond the number of funded rehabilitation treatments they can receive. |
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| Adult participant: …for people without money I don’t think that’s fair | |
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| Assurance of therapeutic improvement | Context: how busy lives make it challenging to commit to a home-based rehabilitation program. |
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| Adult participant: We don’t have time, but if you said this is going to help you then we would do it…so you have to say I’m going to do this every day for fifteen minutes, say, or whatever. And if it works and someone like me, you see a difference, well it spurs you on, right? | |
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| Distinct exercises from those practiced in the clinic | Context: technology as motivation for rehabilitation by offering alternative exercises to those performed in the clinic. |
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| Adult participant: …it’s so boring to sit there and roll a towel up. | |
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| Game-based therapy to generate results | Context: importance of repetition of exercises in stroke rehabilitation. |
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| Adult participant: In my exercises I’ve got a basketball I just play with myself in the garage just trying to use my left hand [the affected limb] back and forth and just, like, do it over and over again…as long as I can tolerate it. | |
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| Simplicity of set-up and operation | Context: suggestions for developers of game-based rehabilitation tools. |
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| Adult participant: Just to make it simple | |
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| Adult participant: …we need things that are very plain, very simple because computers I mean he [his son] had it from kindergarten on. It’s so different for all of us right? | |
Summary of main barriers to use and main enablers to therapy for pediatric focus group.
| Features | Representative quotesa | |
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| Privacy and online safety | Context: follow-up conversation between parent and moderator |
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| CPP:…He trusts anyone, strangers, so I don’t feel comfortable with opening up a Facebook account for him | |
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| Space requirement | Context: video games that support bilateral rehabilitation. |
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| CPP:…we don’t have the room in our house to accommodate all of that gross movement | |
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| Video games with a storyline | Context: what participants enjoy about the video games that they currently play. |
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| PP: I like it when you have like you make up like a pod then you get to like make your own city and get like troops…And you get to take over buildings and people and build a community. | |
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| Incorporation of both the unaffected and affected limb | Context: potential issues for video games developed for home-based rehabilitation. |
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| PP:…you can’t use your hand that works perfectly, you have to control the guy with your affected and…that would be sooo boring | |
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| Creates opportunities to connect with others | Context: what video games have to offer beyond rehabilitation |
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| PP: You know, if it would mean interacting with others kids who also have the same challenges, I think that would be pretty cool…someone that understands and gets it. | |
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| Gaming for therapy vs gaming for leisure | Context: whether video games could motivate pediatric clients to adhere to their rehabilitation programs. |
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| PP: And if you want to play the therapy games you can play those therapy games, if you want to you can play your own kind of games | |
aPP: pediatric participant, CPP: caregiver of pediatric participant.