Perceptions and Experiences of Active Video Games in Relation to

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DSEP CONFERENCE
16-17 DECEMBER, 2013
AN EXPLORATION OF ATHLETES’
PERCEPTIONS AND EXPERIENCES OF
ACTIVE VIDEO GAMES IN RELATION TO
REHABILITATION FROM SPORTS INJURY
Andrew J. Manley, James Wallace
Leeds Metropolitan University, UK
Monna Arvinen-Barrow
University of Wisconsin-Milwaukee, USA
PRESENTATION
OVERVIEW
Existing evidence for “Wii-habilitation”
Aim of the present study
Method and Results
Conclusions, implications and future directions
DSEP CONFERENCE
16 DECEMBER, 2013
EXISTING EVIDENCE
FOR “WII-HABILITATION”
Some initial examination (mainly case studies) of Active
Video Games (AVGs) as a means of rehabilitation...
 Balance
 Lower-limb
muscle strength


Poor Control
High attrition
Nitz et al. (2010).
Climacteric, 13, 487-491.
DSEP CONFERENCE
16 DECEMBER, 2013
EXISTING EVIDENCE
FOR “WII-HABILITATION”
Some initial examination (mainly case studies) of Active
Video Games (AVGs) as a means of rehabilitation...


http://interactivemultimediatechnology.blogspot.co.u
k/2009/12/i-love-wii.html
Taylor et al. (2011). J. Rehab. Res. Dev., 48, 1171-1186.
DSEP CONFERENCE
16 DECEMBER, 2013
EXISTING EVIDENCE
FOR “WII-HABILITATION”
Some initial examination (mainly case studies) of Active
Video Games (AVGs) as a means of rehabilitation...
Traditional
Exercises
=
AVG
Exercises
Fung et al. (2012). Physiotherapy, 98, 183-188.
DSEP CONFERENCE
16 DECEMBER, 2013
“WII-HABILITATION”
FOR SPORTS INJURIES?
Very little research
to examine/evaluate
AVGs in facilitating
recovery from
musculoskeletal
injury (in spite of
high incidence rates)
http://commons.wikimedia.org/wiki/File:US_Navy_090702-N-1783P003_Hospital_Corpsman_1st_Class_Guy_Duke,_left,_and_Electronics_Tech
nician_3rd_Class_Joshua_Benedict_demonstrate_how_the_Physical_therap
y_Department_at_Naval_Health_Clinic,_Charleston_use_the_Wii_Fit%26195;%26-173;s_yo.jpg
Butler & Willett (2010). Injury, 41, 883-885.
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16 DECEMBER, 2013
http://rrward.deviantart.com/art/Mind-The-Gap-Logo-141711153
STUDY
AIM
Examine previously injured
athletes’ perceptions and
experiences of AVGs in relation to
rehabilitation from sports injury
DSEP CONFERENCE
16 DECEMBER, 2013
METHOD:
PARTICIPANTS
Previously injured athletes (N = 10; n male = 8, n female = 2)
— Participation levels ranged from
amateur/club (n = 8) to semiprofessional (n = 2)
— All had completed a formal programme
of sports injury rehabilitation within the
last two years (now fully recovered)
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http://percyfan94.deviantart.com/art/Mr-Bump-162921128
— University undergraduate students (M
age = 20.23 years; SD = 1.86 years)
16 DECEMBER, 2013
METHOD:
RESEARCH DESIGN
“My previous
experience of
injury rehab.
was...”
Three-phase protocol:
— Phase 1: Semi-structured
interview #1 (28-47 mins)
— Phase 2:
Familiarisation/exploration of
Nintendo Wii-Fit Plus (~30 mins)
— Phase 3: Semi-structured
interview #2 (32-53 mins)
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“My perceptions
of AVGs for the
purposes of
injury rehab.
are...”
16 DECEMBER, 2013
METHOD:
DATA ANALYSIS
Interpretative Phenomenological Analysis (IPA)
— Ideographic, empathic, critical realist method
— “…seeking to understand people’s experience…at a
particular time in their life, in that social, cultural,
political and economic context.”
(Shaw, 2010, p. 178)
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16 DECEMBER, 2013
“I thought they [AVGs]
were very stimulating
and enjoyable”
(Participant #4)
RESULTS:
EMERGENT THEMES
“I found the [traditional]
programme very
repetitive” (Participant #5)
“Yeah definitely… I
would have found it
[AVGs] really
useful…because it sets
challenges to complete
and I felt it would have
been beneficial to my
physiotherapy”
(Participant #10)
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Emotional
Response
Sense of
Progression
Environment
“she (the Physiotherapist)
was putting the time in
with me to do it”
(Participant #4; Semi-pro)
“I don’t think using the Wii
would be particularly useful
to my rehabilitation
because although the
exercises where fun I didn’t
feel it was strenuous and
challenging” (Participant #8;
Semi-pro)
“I struggle to get
motivated at home, I
find that I have to go
to the gym...something
like this [AVGs] would
definitely have helped”
(Participant # 2)
16 DECEMBER, 2013
DISCUSSION:
CONCEPTUAL MODEL OF “WII-HABILITATION”?
Sense of progression
through improved/
expanded functionality
Positive emotional
response facilitates
adherence & learning
AVG environment
carefully designed with
injured athlete in mind
“Real World”
“Transfer Phase”
“Interaction
Space”
Adapted from Kizony et al.’s (2004)
Model for Virtual Reality in Rehabilitation
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16 DECEMBER, 2013
CONCLUSIONS, IMPLICATIONS
AND FUTURE DIRECTIONS
Further support for AVGs as a potentially accessible and
cost-effective means of enhancing sports injury
rehabilitation programmes
Further research required to confirm the functionality of
commercially-available AVGs within the context of injury
rehabilitation
Implications for sports medicine and video game design
DSEP CONFERENCE
16 DECEMBER, 2013
A HUGE THANKS TO
ALL THE ATHLETES
WHO PARTICIPATED
IN THIS STUDY
ANY QUESTIONS?
A.J.Manley@leedsmet.ac.uk
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