2015
DOI: 10.2196/games.3401
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Therapists’ Perceptions of Social Media and Video Game Technologies in Upper Limb Rehabilitation

Abstract: BackgroundThe application of technologies, such as video gaming and social media for rehabilitation, is garnering interest in the medical field. However, little research has examined clinicians’ perspectives regarding technology adoption by their clients.ObjectiveThe objective of our study was to explore therapists’ perceptions of how young people and adults with hemiplegia use gaming and social media technologies in daily life and in rehabilitation, and to identify barriers to using these technologies in reha… Show more

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Cited by 77 publications
(58 citation statements)
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“…To develop task-oriented VR game characteristics and to obtain hardware that more adaptively handles human movements, participants expressed their desire for an intensive interprofessional collaboration with VR technology developers. The collaboration desire is supported by findings from Tatla et al [28]. Improved interprofessional cooperation and knowledge exchange between engineers of computer-based devices and therapists as experts of human movements and patient-centred needs in daily living could reduce the gap that currently available technology leaves in end-user satisfaction.…”
Section: Discussionmentioning
confidence: 96%
“…To develop task-oriented VR game characteristics and to obtain hardware that more adaptively handles human movements, participants expressed their desire for an intensive interprofessional collaboration with VR technology developers. The collaboration desire is supported by findings from Tatla et al [28]. Improved interprofessional cooperation and knowledge exchange between engineers of computer-based devices and therapists as experts of human movements and patient-centred needs in daily living could reduce the gap that currently available technology leaves in end-user satisfaction.…”
Section: Discussionmentioning
confidence: 96%
“…This observation may indicate that therapists were verbally correcting movement patterns. Indeed, one of the common disadvantages of VR use is the potential for poor movement patterns to be elicited, given that users may be more motivated to achieve game success rather than to perform movements correctly [22,43]. Therapist instructions and feedback were amongst the MLS seen ‘often’ (a mode of 2 on the MLSRI-20).…”
Section: Discussionmentioning
confidence: 99%
“…There are concerns that the variety of games make it difficult to find the best exercise to meet a person’s needs and may shift the person’s attention from the movement practice itself to the game play, which may degrade the movement practice. 146 We offer suggestions for education, practice and research that may enhance informed adoption of the technology.…”
Section: Bridging the Gap From Evidence To Practicementioning
confidence: 99%