TY - JOUR
T1 - A video-game group intervention
T2 - Experiences and perceptions of adults with chronic stroke and their therapists: Intervention de groupe à l’aide de jeux vidéo : Expériences et perceptions d’adultes en phase chronique d’un accident vasculaire cérébral et de leurs ergothérapeutes
AU - Rand, Debbie
AU - Givon, Noa
AU - Avrech Bar, Michal
N1 - Publisher Copyright:
© 2018, © CAOT 2018.
PY - 2018/4/1
Y1 - 2018/4/1
N2 - Background.: Ongoing physical activity is important for maintaining the functional level of individuals with chronic stroke. Video games in a group setting might be a cost-effective way for providing mobility and preventing physical inactivity. Purpose.: This study explores the experiences and perceptions of individuals with chronic stroke who participated in a novel community-based video-game group intervention and their therapists. Method.: A qualitative study, nested in a randomized controlled trial, was conducted using semistructured interviews with eight individuals with chronic stroke (four men and four women) ages 29 to 69 and a focus group of their three occupational therapists, following a video-game intervention. Data were analyzed using content analysis. Findings.: Three main categories were identified by the study participants: (a) using video games, (b) the group/team experience, and (c) intervention outcomes/evolving understandings following the intervention. Implications.: Playing video games was perceived not as treatment but as a motivating tool to facilitate whole-body movement. Therefore, this intervention might be suitable to be used in the community for ongoing intervention.
AB - Background.: Ongoing physical activity is important for maintaining the functional level of individuals with chronic stroke. Video games in a group setting might be a cost-effective way for providing mobility and preventing physical inactivity. Purpose.: This study explores the experiences and perceptions of individuals with chronic stroke who participated in a novel community-based video-game group intervention and their therapists. Method.: A qualitative study, nested in a randomized controlled trial, was conducted using semistructured interviews with eight individuals with chronic stroke (four men and four women) ages 29 to 69 and a focus group of their three occupational therapists, following a video-game intervention. Data were analyzed using content analysis. Findings.: Three main categories were identified by the study participants: (a) using video games, (b) the group/team experience, and (c) intervention outcomes/evolving understandings following the intervention. Implications.: Playing video games was perceived not as treatment but as a motivating tool to facilitate whole-body movement. Therefore, this intervention might be suitable to be used in the community for ongoing intervention.
KW - Neurology
KW - Occupational therapy
KW - Qualitative research
KW - Rehabilitation
KW - Video games
UR - http://www.scopus.com/inward/record.url?scp=85045065448&partnerID=8YFLogxK
U2 - 10.1177/0008417417733274
DO - 10.1177/0008417417733274
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AN - SCOPUS:85045065448
SN - 0008-4174
VL - 85
SP - 158
EP - 168
JO - Canadian Journal of Occupational Therapy
JF - Canadian Journal of Occupational Therapy
IS - 2
ER -