Perceptions of stroke survivors regarding factors affecting adoption of technology and exergames for rehabilitation

Author:

Krishnan Shilpa1ORCID,Mandala Mahender A.2,Wolf Steven L.13,Howard Ayanna24,Kesar Trisha M.1

Affiliation:

1. Division of Physical Therapy, Department of Rehabilitation Medicine Emory University School of Medicine Atlanta Georgia USA

2. School of Interactive Computing College of Computing, Georgia Institute of Technology Atlanta Georgia USA

3. Center for Visual and Neurocognitive Rehabilitation, Atlanta Veterans Affairs Health Care Center

4. The Ohio State University College of Engineering Columbus Ohio USA

Abstract

AbstractBackgroundTask‐specific motor training and repetitive practice are essential components of clinical rehabilitation. Emerging evidence suggests that incorporating gaming interfaces (also referred to as “exergames”), including virtual reality and augmented reality (VR/AR)‐based interfaces for motor training, can enhance the engagement and efficacy of poststroke rehabilitation.ObjectiveTo investigate perceptions of individuals with stroke regarding technology and exergames for rehabilitation.DesignThis qualitative phenomenological study included a convenience sample of 11 individuals with stroke (61.7 ± 12.4 years, 6 women and 5 men, 63.5 ± 41.2 months post stroke).SettingCommunity.InterventionsN/A.Outcome MeasuresSemistructured open‐ended focus‐group interviews to understand their perceptions on technology and exergames to improve recovery were coded using thematic content analysis.ResultsIndividuals with stroke were comfortable using smartphones, computers, and rehabilitation technologies but had limited experiences using exergames and VR/AR devices. Individuals with stroke were motivated to use technologies and exergames to improve their functional recovery. Participants identified facilitators (eg, enhancing functional recovery, feedback, therapist supervision) and barriers (eg, safety, inaccessibility, inadequate knowledge) to adopting exergames in their daily lives. Participants wanted the exergames to be customizable, goal oriented, and enjoyable to maintain their engagement. They were willing to use exergames to improve their functional recovery but indicated that these games could not replace the therapist's supervision.ConclusionsDespite having limited experiences with exergames, people post stroke perceived that exergames could promote functional recovery. The perspectives gained from the present study can inform user‐centered game design for neurorehabilitation.

Funder

Eunice Kennedy Shriver National Institute of Child Health and Human Development

National Institute on Disability, Independent Living, and Rehabilitation Research

Publisher

Wiley

Subject

Neurology (clinical),Neurology,Rehabilitation,Physical Therapy, Sports Therapy and Rehabilitation

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