Wednesday, October 29, 2014

CP Video Gaming

Video Game Review

Design and Evaluation of a Networked Game to Support Social Connection of Youth with Cerebral Palsy
Hernandez, H. A., Ketcheson, M., Scheider, A., Ye, Z., Fehlings, D., Switzer, L., Wright, V., Bursick, S. K., Richards, C. & Graham, T. C. N.
Proceedings of The 16th International ACM SIGACCESS Conference on Computers and Accessibility, October 20-22, 2014.
Abstract... DOI: http://dx.doi.org/10.1145/2661334.2661370

Liberi game was created for youth with GMFCS III to facilitate group game play through making the game easy to join and able to be played by those of differing physical abilities. Because there were no barriers to joining group play (automatic grouping), differences in skill level were managed by oral communication between players and by causing all avatars to move at the same speed (collective feedback). Automatic voice communication facilitated cooperative (and parallel) play. Liberi created a venue for differently-abled youth to 1) interact and 2) game.

Thursday, October 16, 2014

Video Games Through Therapist’s Eyes

Qualitative Research Report

Integrating Virtual Reality Video Games into Practice: Clinician’s Experiences
Levac, D. E. & Miller, P. A.
Physiotherapy Theory and Practice, 29(7) 504-512, 2013
DOI: 10.3109/09593985.2012.762078

Link to abstract: www.ncbi.nlm.nih.gov/pubmed/23362843

Objective: Physical therapists report on using Wii video games with children with brain injuries.

Process: Six physical therapists were interviewed. Two themes arose "technology meets clinical practice", and "onus is on the therapist".

Outcome: There are benefits and challenges where technology meets clinical practice that call on the therapist to be committed to the technology to implement it successfully. "There is a substantial need for knowledge translation initiatives for clinicians in this area".

Thursday, October 2, 2014

Building a Clinical Videogame Tool

Qualitative Study

"Kinect-ing" with Clinicians: A Knowledge Translation Resource to Support Decision Making about Video Game Use in Rehabilitation
Levac, D., Espy, D., Fox, E., Pradhan, S. & Deutsch, J. E.
Physical Therapy Online, Sept 25, 2014
DOI: 10.2522/ptj.20130618

Link to abstract: ptjournal.apta.org/content/early/2014/09/24/ptj.20130618.abstract

Objective: Virtual reality and active video gaming offer promise yet lack evidence of effectiveness when used in clinical practice. Additionally, clinicians require knowledge translation resources to decide how to use video games in clinical practice. This paper describes development of a clinician’s resource for using Kinect video games in physical therapy.

Method: Sixteen clinicians from four sites completed questionnaires; five physical therapists analyzed the results towards developing a knowledge product.

Findings: "This paper described the process and feedback…for improving and further evaluating the 'Kinecting with Clinicians' resource using the 'Knowledge-to-Action cycle' framework to guide the proposed research methods." Next steps are to put the resource online and evaluate usefulness of online resources in clinical practice.

Thursday, September 25, 2014

Survey of VR Clinical Use

Survey

Using Virtual Reality in Clinical Practice: A Multi-Site Exploratory Study
Glegg, M. N. S., Holsti, L., Stanton, S., Hanna, S., Velikonja, D., Ansley, B., Sartor, D. & Brum, C.
NeuroRehabilitation : 2014 Sep 18 pg
DOI: 10:3233/NRE-141152

Link to abstract: www.ncbi.nlm.nih.gov/pubmed/25238866

Objective: For inpatients with acquired brain injury, how is GestureTek virtual reality used for rehabilitation?

Method: 11 therapists at two rehab centres collected data over 8 months on 39 clients; their VR interventions and the therapists’ treatment goals.

Findings and conclusions: Clinical “treatment characteristics and several outcomes of interest paralleled those in the literature; however, novel outcome areas were identified as research gaps. By study’s end, more than half of clients’ VR programs had been discontinued, for reasons consistent with documented barriers to VR use. These findings can help… inform the design of research that has high clinical relevance, and… provide a point of reference for clinicians incorporating VR into their practices.”

Friday, September 5, 2014

Virtual reality conference



10th International Conference on Disability, Virtual Reality and Associated Technologies Gothenburg, Sweden, September 2–4, 2014

Sponsored by the International Society for Virtual Rehabilitation
The society provides a multidisciplinary forum for engineers, scientists and clinicians who are interested in employing new technologies for physical, psychological, cognitive, and social rehabilitation applications. The purposes of the society… are to promote discussion of key issues & encourage clarity in research paradigms, devise a common reference set of terminology / standards / definitions, create opportunities for collaboration and networking, represent the community with respect to funding, government policies, consumer groups and… provide recognition through awards for exceptional member activities."

Conference Presentations: www.icdvrat.org/2014/schedule2014_outline.htm
Abstracts: www.icdvrat.reading.ac.uk/2014/abstracts.htm

Pilot Study
Of  Note: Kinecting the moves: the kinematic potential of rehabilitation-specific gaming to inform treatment for hemiplegia
Glegg, S. M. N., Hung, C. T., Valdés, B. A., Kim, B. D. G. & Van der Loos, H. F. M.

"Two therapy applications for hemiplegic arm rehabilitation were developed and tested… Analysis of data provided by commercially available motion tracking technology could serve as an additional rehabilitation tool for therapists."

Abstract: www.icdvrat.reading.ac.uk/2014/papers/ICDVRAT2014_SP06_Glegg_Hung_etal.pdf
Full Text: caris.mech.ubc.ca/files/2014/08/Kinecting-the-Moves-The-kinematic-potential-of-rehab-ICDVRAT2014.pdf"

Wednesday, August 27, 2014

Patterns of Home Gameplay

Observational Study

Do people with intellectual disability use Nntendo Wii when placed in their home as part of a physitherapy program? An observational study.
Chung, A. M. J., Harvey, L. A, & Hassett, L. M.
Disability and Rehabilitation Assistive Techology Early online 1 – 6
DOI: 10.3109/17483107.2014.938705

Link to abstract www.ncbi.nlm.nih.gov/pubmed/25052846

Objective: In people with intellectual disability, how much Nintendo is played when prescribed as home physiotherapy?

Method: 20 participants with intellectual disability, average age 19, were receiving home-based physiotherapy. They were assigned Wii play for 12 weeks as an effective part of their therapy intervention. Participants or their carers recorded data biweekly. It is unknown whether or not the participants were encouraged to play by their carers or physiotherapists.

Findings: Weeks one and two recorded a median value of 100minuntes a week of play over a median of three days per week; in weeks 11 and 12, a median value of 35 muinutes of play once per week. Note: Averages were not available in the published data.

Thursday, August 14, 2014

Kids Report on Active Videogames at Home

Qualitative Report

Real life active gaming practices of 7 – 11 year old children
Allsop, S., Rumbold, P.L.S., Debuse, D. & Dodd-Reynolds, C.
Games for Health Journal, 2(6), 2013 pp. 347 - 353
DOI: 10.1089/g4h.2013.0050

Link to abstract

Objective: to determine real life behaviors during children’s active videogame play.

Method: 40 questionnaires were returned from 7-11 year old children and their parents.

Findings: of this sample, most children play Wii Sports for around 80 minutes once or twice a week. More than half the children ate or drank during game play and this extended game play. Most perceive active videogaming as “an alternative form of exercise, and the main reasons for active videogame play included for entertainment, health benefits and the environment.”