Total amount: € 0,00
Official Journal of the , , , ,
In association with
Indexed/Abstracted in: CINAHL, Current Contents/Clinical Medicine, EMBASE, PubMed/MEDLINE, Science Citation Index Expanded (SciSearch), Scopus
Impact Factor 2,063
Online ISSN 1973-9095
Domingo PALACIOS-CEÑA 1, Rosa M. ORTIZ-GUTIÉRREZ 2, Almudena BUESA-ESTELLEZ 3, Fernando GALÁN-DEL-RÍO 1, José M. CACHÓN-PÉREZ 4, Rosa MARTÍNEZ-PIEDROLA 1, Juan F. VELARDE-GARCÍA 5, Roberto CANO-DE-LA-CUERDA 1
1 Department of Physiotherapy, Occupational Therapy, Rehabilitation and Physical Medicine, Universidad Rey Juan Carlos, Alcorcón, Madrid, Spain; 2 Department of Physical Therapy and Nursing, Nebrija International University, Madrid, Spain; 3 Department of Physical Therapy, Alfonso X El Sabio University, Madrid, Spain; 4 Department of Physical Therapy, and Nursing, Madrid European University, Villaviciosa de Odon, Madrid, Spain; 5 Department of Nursing, Cruz Roja College, Madrid Autonomous University, Madrid, Spain
BACKGROUND: Neurorehabilitation programs are among the most popular therapies aimed at reducing the disabilities that result from multiple sclerosis. Video games have recently gained importance in the rehabilitation of patients with motor neurological dysfunctions. Currently, the studies describing the perspective of patients with multiple sclerosis who have participated in rehabilitation programmes via home-based video games are almost inexistent.
AIM: The aim of this paper was to explore the experiences of multiple sclerosis patients who performed a virtual home-exercise programme using Kinect.
DESIGN: A qualitative research enquiry was conducted as part of a study that examined postural control and balance after a 10-week Kinect home-exercise programme in adults with multiple sclerosis.
SETTING: Patients were recruited from a Neurology Unit of a University Hospital.
POPULATION: The inclusion criteria were: subjects aged between 20 and 60 years, diagnosed with multiple sclerosis for over 2 years based on the McDonald Criteria; with an EDSS score ranging from 3 to 5.
METHODS: Purposeful sampling method was implemented. The data collection consisted of unstructured interviews, using open questions, and thematic analysis was conducted. Guidelines for conducting qualitative studies established by the Consolidated Criteria for Reporting Qualitative Research were followed.
RESULTS: Twenty-four patients with a mean age of 36.69 were included. Four main themes emerged from the data: 1) regaining previous capacity and abilities. The patients described how, after the treatment with Kinect they felt more independent; 2) sharing the disease. The patients sharing the experience of living with MS with their family, thanks to the use of Kinect; 3) adapting to the new treatment. This refers to how the use of the videogame console incorporated novelties to their rehabilitation programme; and 4) comparing oneself. This refers to the appearance of factors that motivate the patient during KVHEP.
CONCLUSIONS: The patients’ experiences gathered in this study highlight perceptions of unexpected improvement, an eagerness to improve, and the positive opportunity of sharing treatment with their social entourage thanks to the games.
CLINICAL REHABILITATION IMPACT: These results can be applied to future research using video consoles, by individualizing and adapting the games to the patient’s abilities, and by developing a new field in rehabilitation.