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Therapists' perceptions of social media and video game technologies in upper limb rehabilitation.

Sandy K TatlaNavid Lambert-ShirzadKeith R LohseNaznin Virji-BabulAlison M HoensLiisa HolstiLinda C LiKimberly J MillerMelanie Y LamH F Machiel Van der Loos
Published in: JMIR serious games (2015)
This study reveals the complexities associated with adopting new technologies in clinical practice, including the need to consider both client and clinician factors. Despite reporting several challenges with applying gaming and social media technology with clinical populations, therapists identified opportunities for increased social interactions and were willing to help shape the development of an upper limb training system that could more readily meet the needs of clients with hemiplegia. By considering the needs of both therapists and clients, technology developers may increase the likelihood that clinicians will adopt innovative technologies.
Keyphrases
  • social media
  • upper limb
  • health information
  • clinical practice
  • healthcare
  • virtual reality
  • primary care
  • palliative care
  • mental health
  • emergency department
  • adverse drug
  • hepatitis c virus
  • hiv infected