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arXiv 2605.17841cs.HC
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为中风患者及其照护者设计的协作康复-锻炼严肃游戏:一项试点研究

A Collaborative Rehabilitation-Exercise Serious Game for People with Stroke and their Caregivers: A Pilot Study

Stanford University(斯坦福大学);Stanford University Medical Center(斯坦福大学医学中心)

Elizabeth D. Vasquez, Jonathan Siskind, Marion S. Buckwalter, Maarten G. Lansberg, Sean Follmer, Allison M. Okamura

AI总结:

本文提出了一种协作型严肃游戏,旨在同时支持中风患者和其非正式照护者的康复和锻炼,通过试点研究评估了基于运动的输入对参与者动机和情感体验的影响。

摘要:

激励进行运动治疗和照护者疲劳是中风后生活的重大挑战。严肃游戏已被证明能支持中风患者进行治疗任务,但很少有活动能同时支持非正式照护者的健康,这在中风后同样受到影响。本文介绍了一种协作、互利的严肃游戏,旨在支持中风患者的康复治疗,同时为非正式照护者提供锻炼。一名玩家进行康复性手腕运动,另一名玩家通过脚踏板或键盘进行坐姿行走锻炼以控制其角色。我们与6对健康参与者进行了试点研究,评估了基于运动的输入(伪照护者,PCG)对PCG和伪中风患者(PPS)动机和情感体验的影响。虽然不显著,但发现PCG的兴趣子量表评分在使用脚踏板(基于运动的输入)时比使用键盘时更高,无论游戏玩法模式如何。PPS的积极情绪量表评分和能力子量表评分在伴侣使用脚踏板协同游戏时比使用键盘时更高。这些趋势鼓励未来的工作,以将基于运动的设备(如脚踏板)纳入严肃游戏中,以增强不同运动能力水平的康复严肃游戏的情感和动机体验。

英文摘要:

Motivation to perform movement therapy and caregiver burnout are major challenges to post-stroke life. Serious games have been shown to support therapeutic tasks in people with stroke, but there are few activities that simultaneously support informal caregiver health, which is also impacted post-stroke. Here, we present a collaborative, mutually beneficial, serious game designed to support therapy for persons with stroke and also exercise for their informal caregivers. One player performs rehabilitative wrist movements - useful to people with stroke - and the other performs a seated march exercise - useful to informal caregivers - via pedals or a keyboard to control their avatar. We present a pilot study with 6 healthy dyads to evaluate how exercise-based input of one player, the Pseudo Caregiver (PCG), impacts motivation and emotional experience in both the PCG and Pseudo Person with Stroke (PPS). While not statistically significant, we find that PCGs Interest subscale scores trended higher when using a pedal (the exercised-based input) compared to a keyboard, regardless of game play mode. PPSs' positive affect scale scores and Competence subscale scores trended higher when their partner played collaboratively with a pedal compared to a keyboard. These trends encourage future work toward incorporating an exercise-based device, such as a pedal, to enhance the emotional and motivational experience of rehabilitative serious games for people with different movement ability levels.

机构、总结、中文摘要均由AI分析而来,可能存在错误,请以论文正文为准。

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