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Mc Kittrick A, Desselle MR, Padilha Lanari Bo A, Zhang B, Laracy S, Tornatore G. Patient Experience in Adjunct Controller-Free Hand Tracking Virtual Reality Tasks for Upper-Limb Occupational Therapy Rehabilitation. J Patient Exp 2023; 10:23743735231211983. [PMID: 37941585 PMCID: PMC10629314 DOI: 10.1177/23743735231211983] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/10/2023] Open
Abstract
Benefits of immersive virtual reality rehabilitation (VRR) include increased motivation and improved transfer of skills to real-world tasks. The introduction of Oculus hand-tracking technology allowed for the development of VRR games that do not need virtual reality (VR) hand controllers. This is beneficial as participants with upper limb impairments/injuries may have difficulties with/be limited in using/manipulating VR hand controllers. In this project, a VRR game was developed and evaluated. The aim of this study was to determine patient experience when using VRR as an adjunct to upper-limb rehabilitation. N = 20 participants receiving upper limb rehabilitation completed a series of VRR tasks by playing the "smoothie bar" VRR game. After the completion of the VRR tasks, the participant experience was evaluated via a study-specific questionnaire. Key findings include 95% agreement that VRR tasks were fun and engaging and 75% agreed that VR tasks will be helpful to include in their rehabilitation. Hands-tracking VRR has a high potential to be used as an adjunct intervention in upper limb rehabilitation.
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Affiliation(s)
- Andrea Mc Kittrick
- Occupational Therapy Department, Royal Brisbane and Women's Hospital, Herston, QLD, Australia
| | - Mathilde R Desselle
- Herston Biofabrication Institute, Metro North Health, Herston, QLD, Australia
| | - Antonio Padilha Lanari Bo
- Electrical and Biomedical Engineering, School of Information Technology and Electrical Engineering, The University of Queensland, St Lucia, QLD, Australia
| | - Bianca Zhang
- Electrical and Biomedical Engineering, School of Information Technology and Electrical Engineering, The University of Queensland, St Lucia, QLD, Australia
| | - Sue Laracy
- Occupational Therapy Department, Royal Brisbane and Women's Hospital, Herston, QLD, Australia
| | - Giovanna Tornatore
- Occupational Therapy Department, Surgical Treatment and Rehabilitation Service, Herston, QLD, Australia
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Lan X, Tan Z, Zhou T, Huang Z, Huang Z, Wang C, Chen Z, Ma Y, Kang T, Gu Y, Wang D, Huang Y. Use of Virtual Reality in Burn Rehabilitation: A Systematic Review and Meta-analysis. Arch Phys Med Rehabil 2023; 104:502-513. [PMID: 36030891 DOI: 10.1016/j.apmr.2022.08.005] [Citation(s) in RCA: 3] [Impact Index Per Article: 3.0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 04/28/2022] [Revised: 07/27/2022] [Accepted: 08/08/2022] [Indexed: 11/15/2022]
Abstract
OBJECTIVES We systematically reviewed published clinical trials to evaluate the effectiveness of virtual reality (VR) technology on functional improvement, pain relief, and reduction of mental distress among burn patients undergoing rehabilitation. DATA SOURCES Systematic searches were conducted in 4 databases, including PubMed, the Cochrane Library, Embase, and Web of Science, from inception to August 2021. STUDY SELECTION Randomized controlled trials (RCTs) evaluating any type of VR for the rehabilitation in burn patients with dysfunction were included. DATA EXTRACTION Two reviewers evaluated the eligibility, and another 2 reviewers used the Cochrane risk of bias assessment tool to assess the risk of bias. The extracted data included the main results of rehabilitation evaluation (quality of life [QOL], work performance, range of motion [ROM] of joints, hand grip and pinch strength, pain, fun, anxiety), the application performance of VR (realness and presence), adverse effects (fatigue and nausea), and characteristics of the included studies. Heterogeneity was evaluated using the chi-square tests and I2 statistics. Random- or fixed-effects models were conducted to pool the effect sizes expressed as standardized mean differences (SMDs). DATA SYNTHESIS Sixteen RCTs with 535 burn patients were included. VR-based interventions were superior to usual rehabilitation in QOL and work performance of burn patients and produced positive effect on the average gain of ROM (SMD=0.72) as well. VR was not associated with improved hand grip and pinch strength (SMD=0.50, 1.22, respectively) but was associated with reduced intensity, affective, and cognitive components of pain (SMD=-1.26, -0.71, -1.01, respectively) compared with control conditions. Ratings of fun in rehabilitation therapy were higher (SMD=2.38), and anxiety scores were lower (SMD=-0.73) than in control conditions. CONCLUSIONS VR-based burn rehabilitation significantly improves the QOL and work performance of burn patients, increases the ROM gain in the joints, reduces the intensity and unpleasantness of pain and the time spent thinking about pain, increases the fun in the rehabilitation therapy, reduces the anxiety caused by the treatment, and has no obvious adverse effects. However, it did not significantly improve hand grip or pinch strength.
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Affiliation(s)
- Xiaodong Lan
- Department of Burn and Plastic Surgery, Chengdu Second People's Hospital, Chengdu, China
| | - Ziming Tan
- Department of Burn and Plastic Surgery, Chengdu Second People's Hospital, Chengdu, China
| | - Tao Zhou
- Department of Burn and Plastic Surgery, Chengdu Second People's Hospital, Chengdu, China
| | - Zhenjia Huang
- Department of Burn and Plastic Surgery, Chengdu Second People's Hospital, Chengdu, China
| | - Zhiyong Huang
- Department of Burn and Plastic Surgery, Chengdu Second People's Hospital, Chengdu, China
| | - Chao Wang
- Department of Burn and Plastic Surgery, Chengdu Second People's Hospital, Chengdu, China
| | - Zhenwei Chen
- Department of Burn and Plastic Surgery, Chengdu Second People's Hospital, Chengdu, China
| | - Yan Ma
- Department of Burn and Plastic Surgery, Chengdu Second People's Hospital, Chengdu, China
| | - Tao Kang
- Department of Burn and Plastic Surgery, Chengdu Second People's Hospital, Chengdu, China
| | - Yan Gu
- Department of Burn and Plastic Surgery, Chengdu Second People's Hospital, Chengdu, China
| | - Dehuai Wang
- Department of Burn and Plastic Surgery, Chengdu Second People's Hospital, Chengdu, China
| | - Yuesheng Huang
- Institute of Wound Repair and Regeneration Medicine, Southern University of Science and Technology School of Medicine; Department of Wound Repair, Southern University of Science and Technology Hospital, Shenzhen, China.
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'Poverty's scar: A qualitative inquiry of financing shortcomings in specialized burn hospitals. Burns 2020; 47:1191-1202. [PMID: 33293154 DOI: 10.1016/j.burns.2020.10.029] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 07/21/2020] [Revised: 09/12/2020] [Accepted: 10/21/2020] [Indexed: 11/21/2022]
Abstract
BACKGROUND Victims of burn have particular characteristics such as high vulnerability, expensive treatment, and cost of burn services. Thus, the financing of burn services is crucially important. The purpose of the present work is to recognize the financing challenges in Iranian specialized burn hospitals (SBHs). METHODS In the present qualitative descriptive research, purposive sampling was used for selecting key informants with maximum variation at local, provincial, and national levels. Semi-structured interviews were used for data collection. Interviews were continued as long as the saturation point was achieved at the 21 st interview. We employed conventional content analysis using an inductive data-driven coding process and theme development for the analysis of the transcribed documents by MAXQDA Analytics Pro 2018 (VERBI GmbH Release 18.2.0 Berlin). RESULTS We extracted 3 themes and 12 sub-themes, including resource mobilization (the poor burnt victims, unique feature of the single- SBH, high direct and indirect costs, and poor intra-sectoral advocacy), insurance coverage for burn care (incomplete breadth of population coverage, inadequate depth of benefits package and coverage of costs, and reimbursements of burn care) and mechanism of financial resource allocation (unsuitable payment system, less sustainable budgeting, inappropriate tariffing for burning services, top-down budgeting approach, and politicized budget process). CONCLUSIONS We suggest that health policy-makers in Iran could modify the SBHs financing system by improving resource mobilization, scaling up insurance coverage for burns, and optimizing the allocation of financial resources. Besides, we propose several points for policy entry to address SBHs financial difficulties. These points are serious attention to vulnerable and the poor burn patients, provision of burn care in multi-specialized hospitals, strengthening intra-collaboration, revision of tariffs, and payments for burn services, and preservation and realization of burn budgeting.
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Pan YC, Chiu YC, Lin YH. Development of the Problematic Mobile Gaming Questionnaire and Prevalence of Mobile Gaming Addiction Among Adolescents in Taiwan. CYBERPSYCHOLOGY BEHAVIOR AND SOCIAL NETWORKING 2019; 22:662-669. [DOI: 10.1089/cyber.2019.0085] [Citation(s) in RCA: 10] [Impact Index Per Article: 2.0] [Reference Citation Analysis] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 12/22/2022]
Affiliation(s)
- Yuan-Chien Pan
- Department of Psychology, National Taiwan University, Taipei, Taiwan
| | - Yu-Chuan Chiu
- Department of Psychiatry, MacKay Memorial Hospital, Taipei, Taiwan
| | - Yu-Hsuan Lin
- Institute of Population Health Sciences, National Health Research Institutes, Miaoli, Taiwan
- Department of Psychiatry, National Taiwan University Hospital, Taipei, Taiwan
- Department of Psychiatry, College of Medicine, National Taiwan University, Taipei, Taiwan
- Institute of Health Behaviors and Community Sciences, College of Public Health, National Taiwan University, Taipei, Taiwan
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Lee SH, Jung HY, Yun SJ, Oh BM, Seo HG. Upper Extremity Rehabilitation Using Fully Immersive Virtual Reality Games With a Head Mount Display: A Feasibility Study. PM R 2019; 12:257-262. [PMID: 31218794 DOI: 10.1002/pmrj.12206] [Citation(s) in RCA: 28] [Impact Index Per Article: 5.6] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 11/14/2018] [Accepted: 06/12/2019] [Indexed: 11/07/2022]
Abstract
BACKGROUND Rehabilitation therapy using a virtual reality (VR) system for stroke patients has gained attention. However, few studies have investigated fully immersive VR using a head-mount display (HMD) for upper extremity rehabilitation in stroke patients. OBJECTIVE To investigate the feasibility, preliminary efficacy, and usability of a fully immersive VR rehabilitation program using a commercially available HMD for upper-limb rehabilitation in stroke patients. DESIGN A feasibility study. SETTING Two rehabilitation centers. PARTICIPANTS Twelve stroke patients with upper extremity weakness. INTERVENTIONS Five upper extremity rehabilitation tasks were implemented in a virtual environment, and the participants wore an HMD (HTC Vive) and trained with appropriate tasks. Participants received a total of 10 sessions two to three times a week, consisting of 30 minutes per session. MAIN OUTCOME MEASURES Both patient participation and adverse effects of VR training were monitored. Primary efficacy was assessed using functional outcomes (Action Research Arm Test, Box and Block Test, and modified Barthel Index), before and after the intervention. Usability was assessed using a self-reported questionnaire. RESULTS Three patients discontinued VR training, and nine patients completed the entire training sessions and there were no adverse effects due to motion sickness. The patients who received all sessions showed significant functional improvement in all outcome measures after training (P < .05 for all measures). The overall satisfaction was 6.3 ± 0.8 on a 7-point Likert scale in all participants. CONCLUSIONS A fully immersive VR rehabilitation program using an HMD for rehabilitation of the upper extremities following stroke is feasible and, in this small study, no serious adverse effects were identified. LEVEL OF EVIDENCE IV.
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Affiliation(s)
- Seung Hak Lee
- Department of Rehabilitation Medicine, Seoul National University Hospital, Seoul, Republic of Korea
- Department of Rehabilitation Medicine, Incheon Workers Compensation Hospital, Incheon, Republic of Korea
- Department of Rehabilitation Medicine, Asan Medical Center, College of Medicine, University of Ulsan, Seoul, Republic of Korea
| | - Hae-Yoon Jung
- Department of Rehabilitation Medicine, Seoul National University Hospital, Seoul, Republic of Korea
- Department of Rehabilitation Medicine, Incheon Workers Compensation Hospital, Incheon, Republic of Korea
| | - Seo Jung Yun
- Department of Rehabilitation Medicine, Seoul National University Hospital, Seoul, Republic of Korea
| | - Byung-Mo Oh
- Department of Rehabilitation Medicine, Seoul National University Hospital, Seoul, Republic of Korea
| | - Han Gil Seo
- Department of Rehabilitation Medicine, Seoul National University Hospital, Seoul, Republic of Korea
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Rose T, Nam CS, Chen KB. Immersion of virtual reality for rehabilitation - Review. APPLIED ERGONOMICS 2018; 69:153-161. [PMID: 29477323 DOI: 10.1016/j.apergo.2018.01.009] [Citation(s) in RCA: 103] [Impact Index Per Article: 17.2] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Received: 02/28/2017] [Revised: 01/10/2018] [Accepted: 01/21/2018] [Indexed: 05/14/2023]
Abstract
Virtual reality (VR) shows promise in the application of healthcare and because it presents patients an immersive, often entertaining, approach to accomplish the goal of improvement in performance. Eighteen studies were reviewed to understand human performance and health outcomes after utilizing VR rehabilitation systems. We aimed to understand: (1) the influence of immersion in VR performance and health outcomes; (2) the relationship between enjoyment and potential patient adherence to VR rehabilitation routine; and (3) the influence of haptic feedback on performance in VR. Performance measures including postural stability, navigation task performance, and joint mobility showed varying relations to immersion. Limited data did not allow a solid conclusion between enjoyment and adherence, but patient enjoyment and willingness to participate were reported in care plans that incorporates VR. Finally, different haptic devices such as gloves and controllers provided both strengths and weakness in areas such movement velocity, movement accuracy, and path efficiency.
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Affiliation(s)
- Tyler Rose
- Edward P. Fitts Department of Industrial and Systems Engineering, North Carolina State University, Raleigh, NC 27695, USA
| | - Chang S Nam
- Edward P. Fitts Department of Industrial and Systems Engineering, North Carolina State University, Raleigh, NC 27695, USA.
| | - Karen B Chen
- Edward P. Fitts Department of Industrial and Systems Engineering, North Carolina State University, Raleigh, NC 27695, USA.
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Ofir H, Shefler H, Kornhaber R, Cleary M, Harats M, Haik J. Purpose-built national burns center: The Israeli experience. Nurs Health Sci 2018; 20:255-263. [DOI: 10.1111/nhs.12405] [Citation(s) in RCA: 3] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 08/02/2017] [Revised: 11/20/2017] [Accepted: 11/22/2017] [Indexed: 12/01/2022]
Affiliation(s)
- Hagit Ofir
- Department of Plastic and Reconstructive Surgery; Sheba Medical Center; Tel Hashomer Israel
- Sackler School of Medicine; Tel Aviv University; Tel Aviv Israel
| | - Hadas Shefler
- Department of Plastic and Reconstructive Surgery; Sheba Medical Center; Tel Hashomer Israel
- Sackler School of Medicine; Tel Aviv University; Tel Aviv Israel
| | - Rachel Kornhaber
- Department of Plastic and Reconstructive Surgery; Sheba Medical Center; Tel Hashomer Israel
- School of Health Sciences, College of Health and Medicine; University of Tasmania; Sydney New South Wales Australia
| | - Michelle Cleary
- School of Health Sciences, College of Health and Medicine; University of Tasmania; Sydney New South Wales Australia
| | - Moti Harats
- Department of Plastic and Reconstructive Surgery; Sheba Medical Center; Tel Hashomer Israel
- Sackler School of Medicine; Tel Aviv University; Tel Aviv Israel
- University of Notre Dame Australia; Fremantle Western Australia Australia
| | - Josef Haik
- Department of Plastic and Reconstructive Surgery; Sheba Medical Center; Tel Hashomer Israel
- Sackler School of Medicine; Tel Aviv University; Tel Aviv Israel
- University of Notre Dame Australia; Fremantle Western Australia Australia
- Talpiot Leadership Program; Sheba Medical Center; Tel Hashomer Israel
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Dodd H, Fletchall S, Starnes C, Jacobson K. Current Concepts Burn Rehabilitation, Part II: Long-Term Recovery. Clin Plast Surg 2017; 44:713-728. [PMID: 28888297 DOI: 10.1016/j.cps.2017.05.013] [Citation(s) in RCA: 19] [Impact Index Per Article: 2.7] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 12/11/2022]
Abstract
This article summarizes current interventions for several of the most common challenges faced by patients during their rehabilitation from burn injury. These challenges include range of motion preservation through scar contracture management, achieving maximal independence through exercise and activities of daily living training, and psychological recovery through nonpharmacologic approaches pain and anxiety.
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Affiliation(s)
- Heather Dodd
- Rehabilitation Therapy Services, NC Jaycee Burn Center, 101 Manning Drive, CB #7600, Chapel Hill, NC 27599, USA
| | - Sandra Fletchall
- Burn Rehabilitation, Firefighters Burn Center, 890 Madison Avenue, TG 043, Memphis, TN 380103, USA
| | - Carrie Starnes
- Rehabilitation Therapy Services, NC Jaycee Burn Center, 101 Manning Drive, CB #7600, Chapel Hill, NC 27599, USA
| | - Keith Jacobson
- Rehabilitation Therapy Services, NC Jaycee Burn Center, 101 Manning Drive, CB #7600, Chapel Hill, NC 27599, USA.
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Abstract
The aim of this study was to investigate the risk factors of smartphone addiction in high school students.A total of 880 adolescents were recruited from a vocational high school in Taiwan in January 2014 to complete a set of questionnaires, including the 10-item Smartphone Addiction Inventory, Chen Internet Addiction Scale, and a survey of content and patterns of personal smartphone use. Of those recruited, 689 students (646 male) aged 14 to 21 and who owned a smartphone completed the questionnaire. Multiple linear regression models were used to determine the variables associated with smartphone addiction.Smartphone gaming and frequent smartphone use were associated with smartphone addiction. Furthermore, both the smartphone gaming-predominant and gaming with multiple-applications groups showed a similar association with smartphone addiction. Gender, duration of owning a smartphone, and substance use were not associated with smartphone addiction.Our findings suggest that smartphone use patterns should be part of specific measures to prevent and intervene in cases of excessive smartphone use.
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Affiliation(s)
- Chun-Hao Liu
- Department of Psychiatry, Chang Gung Memorial Hospital at Linkou
- Chang Gung University, Tauyuan, Taiwan
| | - Sheng-Hsuan Lin
- Department of Department of Biostatistics, Columbia University USA
| | | | - Yu-Hsuan Lin
- Department of Psychiatry, National Taiwan University Hospital, Taipei, Taiwan
- Correspondence: Yu-Hsuan Lin, Department of Psychiatry, National Taiwan University Hospital, No.1, Chang-Teh Street, Taipei 100, Taiwan (e-mail: )
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Sedation and analgesia for critically ill pediatric burn patients: the current state of practice. J Burn Care Res 2016; 36:534-44. [PMID: 25933050 DOI: 10.1097/bcr.0000000000000165] [Citation(s) in RCA: 40] [Impact Index Per Article: 5.0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/26/2022]
Abstract
The objective of this study was to assess current practice patterns and attitudes toward pediatric sedation and analgesia in United States (US) burn centers for critically ill patients. Survey-based questionnaire was sent to 119 Directors at US burn centers that care for pediatric patients. Forty-one surveys (34%) were analyzed. 48.8% of responding centers mandate pediatric consultation for pediatric burn patients based on factors such as age and burn size. The most common sedation and analgesic agents used were midazolam, fentanyl, morphine, ketamine, and diphenhydramine. Written sedation policies exist at 63.4% of centers. 90.2% of centers employ scoring systems to guide agent titration. 60.9% of respondents practice sedation holidays "always" or "usually." 90.2% of centers perceive the medications they routinely use are "always" or "often" efficacious in pediatric sedation and analgesia. 53.7% of respondents reported the presence of withdrawal signs and symptoms in their patient population. The lack of consensus guidelines for sedation and analgesia delivery to pediatric intensive care unit patients results in practice variation. The majority of centers perceive their sedation and analgesia strategies to be efficacious despite the heavy reliance on propofol and midazolam, both of which have questionable safety profiles in critically ill children.
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Lee M, Suh D, Son J, Kim J, Eun SD, Yoon B. Patient perspectives on virtual reality-based rehabilitation after knee surgery: Importance of level of difficulty. ACTA ACUST UNITED AC 2016; 53:239-52. [DOI: 10.1682/jrrd.2014.07.0164] [Citation(s) in RCA: 23] [Impact Index Per Article: 2.9] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 07/15/2014] [Revised: 07/15/2015] [Indexed: 11/05/2022]
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Walker BA. The Acceptance and Use of Virtual Gaming as an Intervention Strategy for Older Adults in Occupational Therapy. Games Health J 2014; 3:333-40. [DOI: 10.1089/g4h.2014.0062] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.1] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/12/2022] Open
Affiliation(s)
- Beth Ann Walker
- School of Occupational Therapy, University of Indianapolis, Indianapolis, Indiana
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Parry I, Carbullido C, Kawada J, Bagley A, Sen S, Greenhalgh D, Palmieri T. Keeping up with video game technology: objective analysis of Xbox Kinect™ and PlayStation 3 Move™ for use in burn rehabilitation. Burns 2013; 40:852-9. [PMID: 24296065 DOI: 10.1016/j.burns.2013.11.005] [Citation(s) in RCA: 32] [Impact Index Per Article: 2.9] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 09/06/2013] [Revised: 10/31/2013] [Accepted: 11/07/2013] [Indexed: 10/26/2022]
Abstract
Commercially available interactive video games are commonly used in rehabilitation to aide in physical recovery from a variety of conditions and injuries, including burns. Most video games were not originally designed for rehabilitation purposes and although some games have shown therapeutic potential in burn rehabilitation, the physical demands of more recently released video games, such as Microsoft Xbox Kinect™ (Kinect) and Sony PlayStation 3 Move™ (PS Move), have not been objectively evaluated. Video game technology is constantly evolving and demonstrating different immersive qualities and interactive demands that may or may not have therapeutic potential for patients recovering from burns. This study analyzed the upper extremity motion demands of Kinect and PS Move using three-dimensional motion analysis to determine their applicability in burn rehabilitation. Thirty normal children played each video game while real-time movement of their upper extremities was measured to determine maximal excursion and amount of elevation time. Maximal shoulder flexion, shoulder abduction and elbow flexion range of motion were significantly greater while playing Kinect than the PS Move (p≤0.01). Elevation time of the arms above 120° was also significantly longer with Kinect (p<0.05). The physical demands for shoulder and elbow range of motion while playing the Kinect, and to a lesser extent PS Move, are comparable to functional motion needed for daily tasks such as eating with a utensil and hair combing. Therefore, these more recently released commercially available video games show therapeutic potential in burn rehabilitation. Objectively quantifying the physical demands of video games commonly used in rehabilitation aides clinicians in the integration of them into practice and lays the framework for further research on their efficacy.
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Affiliation(s)
- Ingrid Parry
- Shriners Hospital for Children, Northern California, 1832 Suffolk Way, Carmichael, CA 95608, United States.
| | | | - Jason Kawada
- Shriners Hospital for Children, Northern California, United States
| | - Anita Bagley
- Shriners Hospital for Children, Northern California, United States
| | - Soman Sen
- Shriners Hospital for Children, Northern California, University of California, Davis, United States
| | - David Greenhalgh
- Shriners Hospital for Children, Northern California, University of California, Davis, United States
| | - Tina Palmieri
- Shriners Hospital for Children, Northern California, University of California, Davis, United States
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Weiss PL, Sveistrup H, Rand D, Kizony R. Video capture virtual reality: A decade of rehabilitation assessment and intervention. PHYSICAL THERAPY REVIEWS 2013. [DOI: 10.1179/108331909x12488667117339] [Citation(s) in RCA: 41] [Impact Index Per Article: 3.7] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 10/31/2022]
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16
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Use of Nintendo Wii Fit™ in the rehabilitation of outpatients following total knee replacement: a preliminary randomised controlled trial. Physiotherapy 2012; 98:183-8. [DOI: 10.1016/j.physio.2012.04.001] [Citation(s) in RCA: 128] [Impact Index Per Article: 10.7] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 10/19/2011] [Accepted: 04/12/2012] [Indexed: 11/22/2022]
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Feasibility of Using Active Video Gaming as a Means for Increasing Energy Expenditure in Three Nonambulatory Young Adults With Disabilities. PM R 2012; 4:569-73. [DOI: 10.1016/j.pmrj.2012.03.011] [Citation(s) in RCA: 23] [Impact Index Per Article: 1.9] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 11/21/2011] [Revised: 02/27/2012] [Accepted: 03/19/2012] [Indexed: 11/24/2022]
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Parry IS, Bagley A, Kawada J, Sen S, Greenhalgh DG, Palmieri TL. Commercially available interactive video games in burn rehabilitation: therapeutic potential. Burns 2012; 38:493-500. [DOI: 10.1016/j.burns.2012.02.010] [Citation(s) in RCA: 20] [Impact Index Per Article: 1.7] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 11/10/2011] [Revised: 01/18/2012] [Accepted: 02/05/2012] [Indexed: 11/27/2022]
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Louw Q, Grimmer-Somers K, Schrikk A. Measuring children's distress during burns dressing changes: literature search for measures appropriate for indigenous children in South Africa. J Pain Res 2011; 4:263-77. [PMID: 21941458 PMCID: PMC3176143 DOI: 10.2147/jpr.s21821] [Citation(s) in RCA: 2] [Impact Index Per Article: 0.2] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 12/02/2022] Open
Abstract
BACKGROUND Virtual reality is consistently reported as effective in reducing pain and anxiety in children during burns dressing changes in recent Western studies. Pain scales are a commonly reported outcome measure. Virtual reality is persuasive for all children in distress during medical procedures, because it is a nonaddictive, novel, and inexpensive form of distraction which can be applied repeatedly with good effect. We intend to use virtual reality in South Africa for the many children hospitalized with severe burns from mechanisms rarely seen in the Western world (paraffin/kerosene stoves exploding, electrical fires, shack/township fires, boiling liquid spills). Many severely burnt children are indigenous South Africans who did not speak English, and whose illiteracy levels, cultures, family dynamics, and experiences of pain potentially invalidate the use of conventional pain scales as outcome measures. The purpose of this study was to identify objective measures with sound psychometric properties and strong clinical utility, to assess distress during burns dressing changes in hospitalized indigenous South African children. Choice of measures was constrained by the burns dressing change environment, the ethics of doing no harm whilst measuring distress in vulnerable children, and of capturing valid measures of distress over the entire burns dressing change procedure. METHODS We conducted two targeted systematic reviews of the literature. All major library databases were searched, and measures with strong psychometric properties and sound clinical utility were sought. RESULTS Seven potentially useful measures were identified, ie, child's and caregivers' heart rate, which was measured continuously throughout the procedure, observed physical manifestations of distress using different scales (FLACCs [Face, Legs, Activity, Cry, Consolability Scale] and/ or Pain Behavior Checklist), time taken, and number of staff required to complete the procedure, and staff perspectives on the ease of use of the procedure. CONCLUSION These psychometrically sound, clinically useful measures are alternatives to conventional pain scales, and should support valid research into the effectiveness of virtual reality for illiterate children with non-Western cultures and languages.
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Affiliation(s)
- Quinette Louw
- Department of Physiotherapy, Stellenbosch University, Cape Town, South Africa
- International Centre for Allied Health Evidence, University of South Australia, Adelaide, South Australia, Australia
| | - Karen Grimmer-Somers
- International Centre for Allied Health Evidence, University of South Australia, Adelaide, South Australia, Australia
| | - Angie Schrikk
- Red Cross Children’s Hospital, Cape Town, South Africa
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The Utility of a Video Game System in Rehabilitation of Burn and Nonburn Patients: A Survey Among Occupational Therapy and Physiotherapy Practitioners. J Burn Care Res 2010; 31:768-75. [DOI: 10.1097/bcr.0b013e3181eed23c] [Citation(s) in RCA: 41] [Impact Index Per Article: 2.9] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/26/2022]
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Morris LD, Louw QA, Crous LC. Feasibility and potential effect of a low-cost virtual reality system on reducing pain and anxiety in adult burn injury patients during physiotherapy in a developing country. Burns 2009; 36:659-64. [PMID: 20022431 DOI: 10.1016/j.burns.2009.09.005] [Citation(s) in RCA: 65] [Impact Index Per Article: 4.3] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 06/25/2009] [Revised: 09/18/2009] [Accepted: 09/25/2009] [Indexed: 10/20/2022]
Abstract
OBJECTIVE The purpose of this study was to ascertain the feasibility and potential effect of a low-cost VR system (eMagin Z800 3DVisor), used in conjunction with pharmacological analgesia, on reducing pain and anxiety in adult burn patients undergoing physiotherapy treatment, compared to pharmacologic analgesia alone at a South African hospital. STUDY DESIGN Single-blind, within-subject study design. METHODS Pain and anxiety outcome measures were measured by a blinded assessor using the Numeric Pain Rating Scale and Burn Specific Pain and Anxiety Scale. Box-and-whisker plot method, Chi-square tests as well as the Student's paired t-test were used to analyze data. MAIN FINDINGS Eleven eligible adult burn patients consented to participate in this study (3 female, 8 male; median age 33 years: range 23-54 years). A marginal (p=0.06) to insignificant (p=0.13) difference between the two sessions (analgesia with VR and analgesia without VR) in reducing pain was found. No significant difference (p=0.58) was found between the two sessions (analgesia with VR and analgesia without VR) for anxiety. CONCLUSION There seems to be a trend that the low-cost VR system, when added to routine pharmacological analgesics, is a safe technique and could be of considerable benefit if implemented into the pain management regime of burn units at a South African hospital.
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Affiliation(s)
- Linzette Deidré Morris
- Division of Physiotherapy, Department of Interdisciplinary Health Sciences, Faculty of Health Sciences, Stellenbosch University, Tygerberg, South Africa.
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The Effectiveness of Virtual Reality on Reducing Pain and Anxiety in Burn Injury Patients. Clin J Pain 2009; 25:815-26. [DOI: 10.1097/ajp.0b013e3181aaa909] [Citation(s) in RCA: 131] [Impact Index Per Article: 8.7] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 01/08/2023]
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Abstract
Burn rehabilitation is an essential component of successful patient care. In May 2008, a group of burn rehabilitation clinicians met to discuss the status and future needs of burn rehabilitation. Fifteen topic areas pertinent to clinical burn rehabilitation were addressed. Consensus positions and suggested future research directions regarding the physical aspects of burn rehabilitation are shared.
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The Sony PlayStation II EyeToy: Low-Cost Virtual Reality for Use in Rehabilitation. J Neurol Phys Ther 2008; 32:155-63. [DOI: 10.1097/npt.0b013e31818ee779] [Citation(s) in RCA: 153] [Impact Index Per Article: 9.6] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/26/2022]
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Abstract
Occupational therapists need to embrace the use of mainstream technology in their quest to ensure that therapy remains current and meaningful to their clients. Technology can be useful to improve both functional independence and occupational performance. This opinion piece introduces how occupational therapists can apply mainstream technologies, including information and communication technologies such as the internet, computer software, portable devices and computer games, in their everyday interventions.
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van Twillert B, Bremer M, Faber AW. Computer-generated virtual reality to control pain and anxiety in pediatric and adult burn patients during wound dressing changes. J Burn Care Res 2007; 28:694-702. [PMID: 17667488 DOI: 10.1097/bcr.0b013e318148c96f] [Citation(s) in RCA: 83] [Impact Index Per Article: 4.9] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 01/15/2023]
Abstract
Changing daily wound dressings provokes a substantial amount of pain in patients with severe burn wounds. Pharmacological analgesics alone often are inadequate to solve this problem. This study explored whether immersive virtual reality (VR) can reduce the procedural pain and anxiety during an entire wound care session and compared VR to the effects of standard care and other distraction methods. Nineteen inpatients ages 8 to 65 years (mean, 30 years) with a mean TBSA of 7.1% (range, 0.5-21.5%) were studied using a within-subject design. Within 1 week of admission, standard care (no distraction), VR, or another self-chosen distraction method was administered during the wound dressing change. Each patient received the normal analgesic regimen. Pain was measured with visual analog thermometer scores, and anxiety was measured with the state-version of the Spielberger State Trait Anxiety Inventory. After comparing different distraction methods, only VR and television showed significant pain reductions during wound dressing changes. The effects of VR were superior, but not statistical significant, to that of television. Thirteen of 19 patients reported clinically meaningful (33% or greater) reductions in pain during VR distraction. No side effects were reported. No correlations were found between the reduction in pain ratings and patient variables like age, sex, duration of hospital stay, or percentage of (deep) burns. There was no significant reduction of anxiety ratings.
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Affiliation(s)
- Björn van Twillert
- Department of Medical Psychology, Martini Hospital, Groningen, The Netherlands
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