Integrating virtual reality video games into practice: Clinicians' experiences

被引:45
|
作者
Levac, Danielle E. [1 ]
Miller, Patricia A. [2 ]
机构
[1] Univ Ottawa, Sch Rehabil Sci, Ottawa, ON K1N 6N5, Canada
[2] McMaster Univ, Sch Rehabil Sci, Hamilton, ON L8A 1C7, Canada
关键词
WII GAMING TECHNOLOGY; LONG-TERM-CARE; NINTENDO WII; STROKE REHABILITATION; BALANCE BOARD; CHILDREN; FIT; INTERVENTION; THERAPY; FIT(TM);
D O I
10.3109/09593985.2012.762078
中图分类号
R49 [康复医学];
学科分类号
100215 ;
摘要
The Nintendo Wii is a popular virtual reality (VR) video gaming system in rehabilitation practice and research. As evidence emerges related to its effectiveness as a physical therapy training method, clinicians require information about the pragmatics of its use in practice. The purpose of this descriptive qualitative study is to explore observations and insights from a sample of physical therapists (PTs) working with children with acquired brain injury regarding practical implications of using the Wii as a physical therapy intervention. Six PTs employed at a children's rehabilitation center participated in semi-structured interviews, which were transcribed and analyzed using content analysis. Two themes summarize the practical implications of Wii use: 1) technology meets clinical practice; and 2) onus is on the therapist. Therapists described both beneficial and challenging implications arising from the intersection of technology and practice, and reported the personal commitment required to orient oneself to the gaming system and capably implement this intervention. Findings include issues that may be relevant to professional development in a broader rehabilitation context, including suggestions for the content of educational initiatives and the need for institutional support from managers in the form of physical resources for VR implementation.
引用
收藏
页码:504 / 512
页数:9
相关论文
共 50 条
  • [1] An Investigation Into Clinicians' Experiences of Integrating EMDR Into Their Clinical Practice
    Dunne, Timothy
    Farrell, Derek
    JOURNAL OF EMDR PRACTICE AND RESEARCH, 2011, 5 (04): : 177 - 188
  • [2] Violent Video Games in Virtual Reality: Re-Evaluating the Impact and Rating of Interactive Experiences
    Wilson, Graham
    McGill, Mark
    PROCEEDINGS OF THE 2018 ANNUAL SYMPOSIUM ON COMPUTER-HUMAN INTERACTION IN PLAY (CHI PLAY 2018), 2018, : 535 - 548
  • [3] Are Virtual Reality Serious Video Games More Effective Than Web Video Games?
    Lopez-Fernandez, Daniel
    Mayor, Jesus
    Garcia-Perez, Marta
    Gordillo, Aldo
    IEEE COMPUTER GRAPHICS AND APPLICATIONS, 2023, 43 (02) : 32 - 42
  • [4] Audience Experiences of a Volumetric Virtual Reality Music Video
    Young, Gareth W.
    O'Dwyer, Neill
    Moynihan, Matthew
    Smolic, Aljosa
    2022 IEEE CONFERENCE ON VIRTUAL REALITY AND 3D USER INTERFACES (VR 2022), 2022, : 775 - 781
  • [5] VITAKI: A Vibrotactile Prototyping Toolkit for Virtual Reality and Video Games
    Martinez, Jonatan
    Garcia, Arturo S.
    Oliver, Miguel
    Molina, Jose P.
    Gonzalez, Pascual
    INTERNATIONAL JOURNAL OF HUMAN-COMPUTER INTERACTION, 2014, 30 (11) : 855 - 871
  • [6] Video games, frustration, violence, and virtual reality: Two studies
    Ferguson, Christopher J.
    Gryshyna, Anastasiia
    Kim, Jung Soo
    Knowles, Emma
    Nadeem, Zainab
    Cardozo, Izabela
    Esser, Carolin
    Trebbi, Victoria
    Willis, Emily
    BRITISH JOURNAL OF SOCIAL PSYCHOLOGY, 2022, 61 (01) : 83 - 99
  • [7] Designing and Integrating Electronics for Bespoke Rehabilitation Experiences in Virtual Reality
    Soomro S.A.
    Nanjappan V.
    Georgiev G.V.
    Computer-Aided Design and Applications, 2023, 20 : 99 - 110
  • [8] Practice in Reality for Virtual Reality Games: Making Players Familiar and Confident with a Game
    Ho, Jeffrey C. F.
    HUMAN-COMPUTER INTERACTION - INTERACT 2017, PT II, 2017, 10514 : 147 - 162
  • [9] Augmented Reality: From Video Games to Medical Clinical Practice
    Solbiati, Luigi
    Gennaro, Nicolo'
    Muglia, Riccardo
    CARDIOVASCULAR AND INTERVENTIONAL RADIOLOGY, 2020, 43 (10) : 1427 - 1429
  • [10] Augmented Reality: From Video Games to Medical Clinical Practice
    Luigi Solbiati
    Nicolo’ Gennaro
    Riccardo Muglia
    CardioVascular and Interventional Radiology, 2020, 43 : 1427 - 1429