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ReWiiRe (Research in Wii Rehabilitation): user involvement in the development of a personalised rehabilitation system for arm re-education after stroke

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ReWiiRe (Research in Wii Rehabilitation): user involvement in the development of a personalised rehabilitation system for arm re-education after stroke. / Warland, Alyson; Kilbride, Cherry; Tsekleves, Emmanouil et al.
In: International Journal of Stroke, Vol. 7, No. Suppl. 2, 12.2012, p. 27-27.

Research output: Contribution to Journal/MagazineMeeting abstractpeer-review

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Warland A, Kilbride C, Tsekleves E, Skordoulis D, Paraskevopoulos I. ReWiiRe (Research in Wii Rehabilitation): user involvement in the development of a personalised rehabilitation system for arm re-education after stroke. International Journal of Stroke. 2012 Dec;7(Suppl. 2):27-27. doi: 10.1111/j.1747-4930.2012.00961.x

Author

Warland, Alyson ; Kilbride, Cherry ; Tsekleves, Emmanouil et al. / ReWiiRe (Research in Wii Rehabilitation) : user involvement in the development of a personalised rehabilitation system for arm re-education after stroke. In: International Journal of Stroke. 2012 ; Vol. 7, No. Suppl. 2. pp. 27-27.

Bibtex

@article{8ebf5a0998ab4ef483a70ef2656553f6,
title = "ReWiiRe (Research in Wii Rehabilitation): user involvement in the development of a personalised rehabilitation system for arm re-education after stroke",
abstract = "Introduction: Virtual reality gaming systems, such as Nintendo Wii, areincreasingly used in rehabilitation to deliver the intensity and repetitionof practice necessary to enhance recovery. This abstract reports serviceuser (SU) involvement in the ReWiiRe project (www.rewiire.org.uk);which investigated feasibility and acceptability of rehabilitation usingWii and the development of a personalised stroke treatment (PST), usingadapted Wii technology, for arm re-education post-stroke. SUs workedcollaboratively with therapists and engineers to develop data-collectiontools (aphasia-friendly questionnaire, interview schedules); advised ondesign and testing of equipment prototypes and design and content ofbespoke exercises and games, ensuring that PST was relevant and meaningful. A SU participated in a two week case-study testing PST.Method: Mixed methods: questionnaire, semi-structured interviews andsingle case-study.Results: 33 questionnaires and 10 interviews were completed. 87.9%(29/33) questionnaire respondents felt Wii helped with rehabilitation.57.6% (19/33) reported difficulty using equipment. 33.3% (5/15) ofSUs reported difficulties using the hand-held remote controls. Therapists believed use of standard Wii was limited due to the high level ofdexterity, movement and coordination necessary to operate the system.A case-study using PST demonstrated a high level of user-acceptabilityand positive changes on outcome measures.Conclusion: Use of standard Wii in arm rehabilitation post-stroke islimited. Issues identified from this study, together with input from SUshave been used to iteratively inform the design and development ofPST using adapted Wii technology for arm rehabilitation. Proof of concept was confirmed through a case-study. Further study using the PSTis planned.",
author = "Alyson Warland and Cherry Kilbride and Emmanouil Tsekleves and Donysios Skordoulis and Ioannis Paraskevopoulos",
year = "2012",
month = dec,
doi = "10.1111/j.1747-4930.2012.00961.x",
language = "English",
volume = "7",
pages = "27--27",
journal = "International Journal of Stroke",
issn = "1747-4930",
publisher = "Wiley-Blackwell",
number = "Suppl. 2",

}

RIS

TY - JOUR

T1 - ReWiiRe (Research in Wii Rehabilitation)

T2 - user involvement in the development of a personalised rehabilitation system for arm re-education after stroke

AU - Warland, Alyson

AU - Kilbride, Cherry

AU - Tsekleves, Emmanouil

AU - Skordoulis, Donysios

AU - Paraskevopoulos, Ioannis

PY - 2012/12

Y1 - 2012/12

N2 - Introduction: Virtual reality gaming systems, such as Nintendo Wii, areincreasingly used in rehabilitation to deliver the intensity and repetitionof practice necessary to enhance recovery. This abstract reports serviceuser (SU) involvement in the ReWiiRe project (www.rewiire.org.uk);which investigated feasibility and acceptability of rehabilitation usingWii and the development of a personalised stroke treatment (PST), usingadapted Wii technology, for arm re-education post-stroke. SUs workedcollaboratively with therapists and engineers to develop data-collectiontools (aphasia-friendly questionnaire, interview schedules); advised ondesign and testing of equipment prototypes and design and content ofbespoke exercises and games, ensuring that PST was relevant and meaningful. A SU participated in a two week case-study testing PST.Method: Mixed methods: questionnaire, semi-structured interviews andsingle case-study.Results: 33 questionnaires and 10 interviews were completed. 87.9%(29/33) questionnaire respondents felt Wii helped with rehabilitation.57.6% (19/33) reported difficulty using equipment. 33.3% (5/15) ofSUs reported difficulties using the hand-held remote controls. Therapists believed use of standard Wii was limited due to the high level ofdexterity, movement and coordination necessary to operate the system.A case-study using PST demonstrated a high level of user-acceptabilityand positive changes on outcome measures.Conclusion: Use of standard Wii in arm rehabilitation post-stroke islimited. Issues identified from this study, together with input from SUshave been used to iteratively inform the design and development ofPST using adapted Wii technology for arm rehabilitation. Proof of concept was confirmed through a case-study. Further study using the PSTis planned.

AB - Introduction: Virtual reality gaming systems, such as Nintendo Wii, areincreasingly used in rehabilitation to deliver the intensity and repetitionof practice necessary to enhance recovery. This abstract reports serviceuser (SU) involvement in the ReWiiRe project (www.rewiire.org.uk);which investigated feasibility and acceptability of rehabilitation usingWii and the development of a personalised stroke treatment (PST), usingadapted Wii technology, for arm re-education post-stroke. SUs workedcollaboratively with therapists and engineers to develop data-collectiontools (aphasia-friendly questionnaire, interview schedules); advised ondesign and testing of equipment prototypes and design and content ofbespoke exercises and games, ensuring that PST was relevant and meaningful. A SU participated in a two week case-study testing PST.Method: Mixed methods: questionnaire, semi-structured interviews andsingle case-study.Results: 33 questionnaires and 10 interviews were completed. 87.9%(29/33) questionnaire respondents felt Wii helped with rehabilitation.57.6% (19/33) reported difficulty using equipment. 33.3% (5/15) ofSUs reported difficulties using the hand-held remote controls. Therapists believed use of standard Wii was limited due to the high level ofdexterity, movement and coordination necessary to operate the system.A case-study using PST demonstrated a high level of user-acceptabilityand positive changes on outcome measures.Conclusion: Use of standard Wii in arm rehabilitation post-stroke islimited. Issues identified from this study, together with input from SUshave been used to iteratively inform the design and development ofPST using adapted Wii technology for arm rehabilitation. Proof of concept was confirmed through a case-study. Further study using the PSTis planned.

U2 - 10.1111/j.1747-4930.2012.00961.x

DO - 10.1111/j.1747-4930.2012.00961.x

M3 - Meeting abstract

VL - 7

SP - 27

EP - 27

JO - International Journal of Stroke

JF - International Journal of Stroke

SN - 1747-4930

IS - Suppl. 2

ER -