Please use this identifier to cite or link to this item:
http://hdl.handle.net/1893/31261
Appears in Collections: | Faculty of Health Sciences and Sport Journal Articles |
Peer Review Status: | Refereed |
Title: | Commercial gaming devices for stroke upper limb rehabilitation: The stroke survivor experience |
Author(s): | Thomson, Katie Pollock, Alex Bugge, Carol Brady, Marian C |
Keywords: | Gaming rehabilitation stroke experiences upper limb |
Issue Date: | Jan-2020 |
Date Deposited: | 9-Jun-2020 |
Citation: | Thomson K, Pollock A, Bugge C & Brady MC (2020) Commercial gaming devices for stroke upper limb rehabilitation: The stroke survivor experience. Journal of Rehabilitation and Assistive Technologies Engineering, 7. https://doi.org/10.1177/2055668320915381 |
Abstract: | Introduction Approximately 30% of stroke survivors experience an upper limb impairment, which impacts on participation and quality of life. Gaming devices (Nintendo Wii) are being incorporated into rehabilitation to improve function. We explored the stroke survivor experience of gaming as an upper limb intervention. Methods Semi-structured, individual interviews with stroke survivors living within the UK were completed. Interviews were audio-recorded, transcribed verbatim and analysed using Framework methods. Transcripts were coded and summarised into thematic charts. Thematic charts were refined during analysis until the final framework emerged. Results We captured experiences of 12 stroke survivors who used Nintendo Wii. Gaming devices were found to be acceptable for all ages but varying levels of enthusiasm existed. Enthusiastic players described gaming as having a positive impact on their motivation to engage in rehabilitation. For some, this became a leisure activity, encouraging self-practice. Non-enthusiastic players preferred sports to gaming. Conclusion An in-depth account of stroke survivor experiences of gaming within upper limb rehabilitation has been captured. Suitability of gaming should be assessed individually and stroke survivor abilities and preference for interventions should be taken into consideration. There was no indication that older stroke survivors or those with no previous experience of gaming were less likely to enjoy the activity. |
DOI Link: | 10.1177/2055668320915381 |
Rights: | https://creativecommons.org/licenses/by-nc/4.0/Creative Commons Non Commercial CC BY-NC: This article is distributed under the terms of the Creative Commons Attribution-NonCommercial 4.0 License (https://creativecommons.org/licenses/by-nc/4.0/) which permits non-commercial use, reproduction and distribution of the work without further permission provided the original work is attributed as specified on the SAGE and Open Access pages (https://us.sagepub.com/en-us/nam/open-access-at-sage). |
Licence URL(s): | http://creativecommons.org/licenses/by-nc/4.0/ |
Files in This Item:
File | Description | Size | Format | |
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Thomson qual paper RATE 2020.pdf | Fulltext - Published Version | 477.59 kB | Adobe PDF | View/Open |
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