A PHP Error was encountered

Severity: Warning

Message: file_get_contents(https://...@gmail.com&api_key=61f08fa0b96a73de8c900d749fcb997acc09&a=1): Failed to open stream: HTTP request failed! HTTP/1.1 429 Too Many Requests

Filename: helpers/my_audit_helper.php

Line Number: 197

Backtrace:

File: /var/www/html/application/helpers/my_audit_helper.php
Line: 197
Function: file_get_contents

File: /var/www/html/application/helpers/my_audit_helper.php
Line: 271
Function: simplexml_load_file_from_url

File: /var/www/html/application/helpers/my_audit_helper.php
Line: 1075
Function: getPubMedXML

File: /var/www/html/application/helpers/my_audit_helper.php
Line: 3195
Function: GetPubMedArticleOutput_2016

File: /var/www/html/application/controllers/Detail.php
Line: 597
Function: pubMedSearch_Global

File: /var/www/html/application/controllers/Detail.php
Line: 511
Function: pubMedGetRelatedKeyword

File: /var/www/html/index.php
Line: 317
Function: require_once

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

Category Ranking

98%

Total Visits

921

Avg Visit Duration

2 minutes

Citations

20

Article Abstract

Background: Task-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.

Objective: To investigate perceptions of individuals with stroke regarding technology and exergames for rehabilitation.

Design: This 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).

Setting: Community.

Interventions: N/A.

Outcome Measures: Semistructured open-ended focus-group interviews to understand their perceptions on technology and exergames to improve recovery were coded using thematic content analysis.

Results: Individuals 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.

Conclusions: Despite 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.

Download full-text PDF

Source
http://dx.doi.org/10.1002/pmrj.12963DOI Listing

Publication Analysis

Top Keywords

individuals stroke
16
functional recovery
16
technology exergames
12
exergames improve
12
exergames
10
motor training
8
limited experiences
8
experiences exergames
8
improve functional
8
stroke
5

Similar Publications