Objective: Brain injuries (BIs) are a major public health issue. Clinical experience and literature have identified that it is often challenging to motivate people who have had a BI to engage in repetitive exercises commonly prescribed for rehabilitation. As a result, some therapists include commercial active videogames (AVGs) in their therapy sessions to help make repetitive actions fun and engaging. In this project, we explored how the therapists used commercial AVGs to better understand the major barriers and enablers of use.
Materials And Methods: We interviewed 17 therapists from two rehabilitation hospitals who work with people who have had a BI. After the interviews were transcribed, we identified salient themes.
Results: At the time of the interviews, therapists were using only the Nintendo(®) (Kyoto, Japan) Wii™ console. Common therapeutic goals included balance and weight shifting. Several patient factors, such as cognitive and physical abilities, age, and previous gaming experience, were considered important considerations when deciding to use games. Therapists also indicated many desired changes to games, including better control/interface, better feedback, and the ability to adjust timing, challenge, and stimulation levels.
Conclusions: When considering therapy-centered game design, the needs of both therapists and patients should be considered. There is a necessary balance to consider in game design: They need to (a) be perceived as fun, (b) meet therapy goals, and (c) address therapists' needs (e.g., adjustability to address a range of patient abilities). Additionally, there is a need for a wide variety of available games to address novelty and personal preferences.
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http://dx.doi.org/10.1089/g4h.2013.0099 | DOI Listing |
Neuroscience
January 2025
School of Health and Human Sciences, Indiana University Indianapolis Indianapolis IN USA.
Most activities of daily life involve some degree of coordinated, bimanual activity from the upper limbs. However, compared to single-handed movements, bimanual movements are processed, learned, and controlled from both hemispheres of the brain. Transcranial direct current stimulation (tDCS) is a non-invasive brain stimulation technique that enhances motor learning by modulating the activity of movement-associated brain regions.
View Article and Find Full Text PDFGeriatr Psychol Neuropsychiatr Vieil
December 2024
Université Paris Cité, Laboratoire de psychologie Clinique, psychopathologie, Psychanalyse, Boulogne-Billancourt.
This article comes from an academic research, conducted with old persons living in French nursing homes and doing esports workshops, led by young volunteers. With the case of a 93-year-old resident, recently introduced to technological tools, we show how the stakes of videogames competition were at first met with her fear not to be good enough. However, her involvement in the competition mustered, through afterwardness, some elements from her childhood and adolescent psychic life.
View Article and Find Full Text PDFChild Care Health Dev
January 2025
Department of Health and Kinesiology, College of Applied Health Sciences, University of Illinois Urbana Champaign, Champaign, Illinois, USA.
Background: Screen use has become nearly universal, especially in children. Therefore, it is important not only to comprehend its effects on health but also to understand its patterns of use. We aim to describe screen use patterns among children assessed at 2, 4, and 6-7 years, based on device, period of the day, and child/family characteristics.
View Article and Find Full Text PDFItal J Pediatr
December 2024
Pediatric Physical Medicine & Rehabilitation Service, Fondazione IRCCS Ca' Granda Ospedale Maggiore Policlinico, Milan, Italy.
Background: The use of video games in rehabilitation settings is gaining increasing popularity. However, the lack of commercial video games suitable for children with disabilities and the disappointing user experience of serious games limit their applicability. The aim of this study was to assess the usability, acceptability and user experience of GiocAbile, an active video game for children with cerebral palsy (CP).
View Article and Find Full Text PDFFront Sports Act Living
November 2024
Research Group Movement Sciences and Sport (MS&SPORT), Department of Physical Activity and Sport Sciences, Faculty of Sport Sciences, University of Murcia, Murcia, Spain.
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