A video-game group intervention: 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

Can J Occup Ther. 2018 Apr;85(2):158-168. doi: 10.1177/0008417417733274. Epub 2018 Apr 3.

Abstract

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.

Keywords: Ergothérapie; Jeux vidéo; Neurologie; Neurology; Occupational therapy; Qualitative research; Recherche qualitative; Rehabilitation; Réadaptation; Video games.

Publication types

  • Randomized Controlled Trial

MeSH terms

  • Adult
  • Aged
  • Chronic Disease
  • Exercise Therapy / methods*
  • Female
  • Group Processes
  • Humans
  • Interviews as Topic
  • Male
  • Middle Aged
  • Motivation
  • Occupational Therapy / methods*
  • Perception
  • Qualitative Research
  • Stroke Rehabilitation / methods*
  • Video Games*