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Virtual reality exergaming as adjunctive therapy in a sub-acute stroke rehabilitation setting: facilitators and barriers

机译:虚拟现实作为副急性中风康复环境中的辅助治疗:促进者和障碍

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Purpose: To identify the facilitators and barriers perceived by clinicians to using an Exergaming Room as adjunct to conventional therapy. Design: Phenomenological qualitative study using an interpretive description methodology. Subjects: Ten clinicians (four physical therapists, six occupational therapists) from the Stroke Program at the Jewish Rehabilitation Hospital (nine female, one male, age range 25-50 years old) who referred clients to the Exergaming Room. Methods: Ten to twenty minute semi-structured interviews were conducted with each clinician. Convenience sampling was used. A thematic analysis was performed on the data collected by grouping all the open codes into facilitators and barriers, and then categorized into levels, themes and subthemes. Results: Facilitators and barriers were divided into three levels: organizational, individual and technological. Major facilitators at the organizational level were: institutional support;at the individual level: personal experience of referring clinician, presence of an expert clinician, and relevance of the Exergaming Room for stroke clients; and at the technological level: perceived ease of use of the exergames and possibility of providing additional therapy. Key barriers to successful implementation of the Exergaming Room at the organizational level were: scheduling difficulties and lack of staffing; at the individual level: client functional limitations; at the technological level: low precision in motion capt re of the exergame systems. Conclusions: Multiple factors affect the implementation of new technology in rehabilitation settings. In order to successfully integrate exergame systems into practice, institutions are encouraged to take the identified factors (facilitators and barriers) into account
机译:目的:识别临床医生察觉的促进者和障碍,以使用外国人的房间作为常规治疗的辅助。设计:使用解释性描述方法的现象学定性研究。主题:来自犹太康复医院的中风计划的十名临床医生(四名身体治疗师,六名职业治疗师)(九个女性,一个男性,25-50岁),他将客户推荐给Exergaming Room。方法:每次临床医生进行10至20分钟的半结构化访谈。使用方便抽样。通过将所有开放代码分组到辅助者和障碍收集的数据上进行主题分析,然后分为级别,主题和子项。结果:促进者和障碍分为三级:组织,个人和技术。组织层面的主要促进者是:机构支持;在个人级别:推荐临床医生的个人经验,专家诊所的存在,以及中风客户的外交家的相关性;并且在技术水平:感知易用的exergames和提供额外治疗的可能性。在组织层面成功实施外交房间的主要障碍是:安排困难和缺乏人员配置;在个人级别:客户功能限制;在技​​术水平:动作CAPT RE的低精度,Exergame系统。结论:多因素影响康复环境中新技术的实施。为了成功将Exergame系统整合到实践中,鼓励机构考虑到所确定的因素(协调人和障碍)

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