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Facilitators' Intervention Variance and Outcome Influence When Using Video Games with Fibromyalgia Patients

机译:纤维肌痛患者使用视频游戏时,促进者的干预差异和结果影响

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摘要

22 adult females diagnosed as suffering Fibromyalgia syndrome (FMS) participated in two explorative studies investigating potential benefits from playing gesture-controlled video games. A main goal was researching potentials of commercial gaming systems with inbuilt Internet connectivity toward home-based self-driven adaptable 'telerehabilitation' targeting means to increase tolerance to pain and thus, augmenting quality of life for sufferers. Beside this, an aim was to study variance between facilitator formal and informal intervention approaches and to analyze potential influence on outcomes; this is the core focus of this paper. Typical to FMS studies, high patient drop out numbers resulted in limited compliance. Informal facilitator intervention (non-therapist) resulted in significantly higher outcome scores (increased tolerance indicators/reported pain threshold) when compared to a formal therapeutic intervention approach. Findings, whilst not conclusive, offer a point of departure to discuss how intervention approach influences outcomes and patient benefit, especially when a self-driven training regime is designed.
机译:22名被诊断患有纤维肌痛综合征(FMS)的成年女性参加了两项探索性研究,调查了玩手势控制视频游戏的潜在好处。一个主要目标是研究具有内置互联网连接性的商业游戏系统的潜力,以实现基于家庭的自我驱动的适应性“远程康复”目标定位,从而增加对疼痛的耐受性,从而提高患者的生活质量。除此之外,目的是研究促进者正式干预和非正式干预方法之间的差异,并分析对结果的潜在影响;这是本文的核心重点。对于FMS研究而言,典型的做法是患者退学率高,导致依从性有限。与正式的治疗性干预方法相比,非正式的辅助性干预(非治疗师)导致了更高的结局评分(增加的耐受指标/报告的疼痛阈值)。研究结果虽然不是决定性的,但为讨论干预方法如何影响结果和患者利益提供了出发点,尤其是在设计了自我驱动的训练方案时。

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