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.
| Original language | English |
|---|---|
| Pages (from-to) | 158-168 |
| Number of pages | 11 |
| Journal | Canadian Journal of Occupational Therapy |
| Volume | 85 |
| Issue number | 2 |
| DOIs | |
| State | Published - 1 Apr 2018 |
| Externally published | Yes |
Bibliographical note
Publisher Copyright:© 2018, © CAOT 2018.
UN SDGs
This output contributes to the following UN Sustainable Development Goals (SDGs)
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SDG 3 Good Health and Well-being
Keywords
- Neurology
- Occupational therapy
- Qualitative research
- Rehabilitation
- Video games
ASJC Scopus subject areas
- Occupational Therapy
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