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. 2015 Mar;95(3):426-40.
doi: 10.2522/ptj.20130618. Epub 2014 Sep 25.

"Kinect-ing" with clinicians: a knowledge translation resource to support decision making about video game use in rehabilitation

Affiliations

"Kinect-ing" with clinicians: a knowledge translation resource to support decision making about video game use in rehabilitation

Danielle Levac et al. Phys Ther. 2015 Mar.

Abstract

Microsoft's Kinect for Xbox 360 virtual reality (VR) video games are promising rehabilitation options because they involve motivating, full-body movement practice. However, these games were designed for recreational use, which creates challenges for clinical implementation. Busy clinicians require decision-making support to inform game selection and implementation that address individual therapeutic goals. This article describes the development and preliminary evaluation of a knowledge translation (KT) resource to support clinical decision making about selection and use of Kinect games in physical therapy. The knowledge-to-action framework guided the development of the Kinecting With Clinicians (KWiC) resource. Five physical therapists with VR and video game expertise analyzed the Kinect Adventure games. A consensus-building method was used to arrive at categories to organize clinically relevant attributes guiding game selection and game play. The process and results of an exploratory usability evaluation of the KWiC resource by clinicians through interviews and focus groups at 4 clinical sites is described. Subsequent steps in the evaluation and KT process are proposed, including making the KWiC resource Web-based and evaluating the utility of the online resource in clinical practice.

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Figures

Figure 1.
Figure 1.
The knowledge-to-action framework. Reprinted with permission of John Wiley & Sons from: Strauss SE, Tetroe J, Graham ID, eds. Knowledge Translation in Health Care: Moving From Evidence to Practice. 2nd ed. Chichester, United Kingdom: John Wiley & Sons Ltd; 2013.
Figure 2.
Figure 2.
Knowledge translation-to-action cycle and study method: (A) identifying the problem, (B) creating the knowledge resource, and (C) usability methodology. VR=virtual reality, KWiC=Kinecting With Clinicians, PT=physical therapist, OT=occupational therapist.
Appendix 1.
Appendix 1.
Kinecting With Clinicians (KWiC) Resourcea a UE=upper extremity, LE=lower extremity.
Appendix 1.
Appendix 1.
Kinecting With Clinicians (KWiC) Resourcea a UE=upper extremity, LE=lower extremity.
Appendix 2.
Appendix 2.
Focus Group Interview and Written Questions

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