DSEP CONFERENCE 16-17 DECEMBER, 2013
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Transcript of DSEP CONFERENCE 16-17 DECEMBER, 2013
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DSEP CONFERENCE16-17 DECEMBER, 2013
AN EXPLORATION OF ATHLETES’ PERCEPTIONS AND EXPERIENCES OF ACTIVE VIDEO GAMES IN RELATION TO REHABILITATION FROM SPORTS INJURY
Andrew J. Manley, James WallaceLeeds Metropolitan University, UK
Monna Arvinen-BarrowUniversity of Wisconsin-Milwaukee, USA
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PRESENTATIONOVERVIEW
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Existing evidence for “Wii-habilitation”
Aim of the present study
Method and Results
Conclusions, implications and future directions
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EXISTING EVIDENCEFOR “WII-HABILITATION”
Some initial examination (mainly case studies) of Active Video Games (AVGs) as a means of rehabilitation...
DSEP CONFERENCE 16 DECEMBER, 2013
Nitz et al. (2010). Climacteric, 13, 487-491.
Balance
Lower-limb muscle strength
Poor Control
High attrition
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EXISTING EVIDENCEFOR “WII-HABILITATION”
Some initial examination (mainly case studies) of Active Video Games (AVGs) as a means of rehabilitation...
DSEP CONFERENCE 16 DECEMBER, 2013
Taylor et al. (2011). J. Rehab. Res. Dev., 48, 1171-1186.
http://interactivemultimediatechnology.blogspot.co.uk/2009/12/i-love-wii.html
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EXISTING EVIDENCEFOR “WII-HABILITATION”
Some initial examination (mainly case studies) of Active Video Games (AVGs) as a means of rehabilitation...
DSEP CONFERENCE 16 DECEMBER, 2013
Fung et al. (2012). Physiotherapy, 98, 183-188.
Traditional Exercises
AVG Exercises=
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“WII-HABILITATION”FOR SPORTS INJURIES?
Very little research to examine/evaluate AVGs in facilitating recovery from musculoskeletal injury (in spite of high incidence rates)
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Butler & Willett (2010). Injury, 41, 883-885.
http://commons.wikimedia.org/wiki/File:US_Navy_090702-N-1783P-003_Hospital_Corpsman_1st_Class_Guy_Duke,_left,_and_Electronics_Technician_3rd_Class_Joshua_Benedict_demonstrate_how_the_Physical_therapy_Department_at_Naval_Health_Clinic,_Charleston_use_the_Wii_Fit%26-195;%26-173;s_yo.jpg
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STUDYAIM
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Examine previously injured athletes’ perceptions and experiences of AVGs in relation to rehabilitation from sports injury
http://rrward.deviantart.com/art/Mind-The-Gap-Logo-141711153
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METHOD:PARTICIPANTS
Previously injured athletes (N = 10; n male = 8, n female = 2)
— University undergraduate students (M age = 20.23 years; SD = 1.86 years)
— Participation levels ranged from amateur/club (n = 8) to semi-professional (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/M
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METHOD:RESEARCH DESIGN
Three-phase protocol:
— Phase 1: Semi-structured interview #1 (28-47 mins)
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“My previous experience of injury rehab. was...”
“My perceptions of AVGs for the purposes of injury rehab. are...”
— Phase 2: Familiarisation/exploration of Nintendo Wii-Fit Plus (~30 mins)
— Phase 3: Semi-structured interview #2 (32-53 mins)
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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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RESULTS:EMERGENT THEMES
Emotional Response“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)
“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)
“I thought they [AVGs] were very stimulating and enjoyable” (Participant #4)
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Sense of Progression
Environment
“she (the Physiotherapist) was putting the time in with me to do it” (Participant #4; Semi-pro)
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DISCUSSION:CONCEPTUAL MODEL OF “WII-HABILITATION”?
Adapted from Kizony et al.’s (2004) Model for Virtual Reality in Rehabilitation
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““Interaction Interaction Space”Space”
““Transfer Phase”Transfer Phase”
““Real World”Real World”
AVG environment carefully designed with injured athlete in mind
Positive emotional response facilitates adherence & learning
Sense of progression through improved/ expanded functionality
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CONCLUSIONS, IMPLICATIONSAND 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
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A HUGE THANKS TO ALL THE ATHLETES WHO PARTICIPATED IN THIS STUDY
ANY QUESTIONS?