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Sökning: WFRF:(Bailey C.) > Jönköping University

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2.
  • Farr, W. J., et al. (författare)
  • Current issues and challenges in research on virtual reality therapy for children with neurodisability
  • 2016
  • Ingår i: Proceedings of the 11th International Conference in Disability, Virtual Reality and Associated Technologies, Los Angeles, California, USA, 20-22 September, 2016. - 9780704915473
  • Konferensbidrag (refereegranskat)abstract
    • A PICO (population, intervention, comparison, outcome) approach is adopted to discuss issues and challenges in virtual reality therapy research in community health settings. Widespread variation within and between populations, e.g. co-morbid conditions, complicates treatment fidelity and applicability. Interventions require flexible dose and frequency to fit into children’s family circumstances, with clearly employed specialist paediatric research staff. Comparisons require adaptation to digital technology, and keep pace with development. Outcomes may overstate the impact of virtual reality therapy and technological novelty, while not fully unpacking hidden digital effects. A wide set of agreed, flexible, and patient-centred outcome measures are required to establish positive clinical baseline.
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3.
  • Farr, W., et al. (författare)
  • Therapeutic potential and ownership of commercially available consoles in children with cerebral palsy
  • 2017
  • Ingår i: British Journal of Occupational Therapy. - : Sage Publications. - 0308-0226 .- 1477-6006. ; 80:2, s. 108-116
  • Tidskriftsartikel (refereegranskat)abstract
    • Introduction:We conducted a survey amongst families of children with cerebral palsy to ascertain the ownership and therapeutic use and potential of commercial games consoles to improve motor function.Method:Three hundred families in South East England were identified through clinical records, and were requested to complete an anonymised questionnaire.Results: A total of 61 families (20% response) returned a completed questionnaire with 41 (68%) identified males and 19 (32%) identified females with cerebral palsy, with a mean age of 11 years 5 months (SD 3Y 7M). The large majority of families, 59 (97%), owned a commercial console and the child used this for 50-300 minutes a week. Returns by severity of motor impairment were: Gross Motor Function Classification System I (22%), II (32%), III (13%), IV (15%), V (18%). Consoles were used regularly for play across all Gross Motor Function Classification System categories.Conclusion: The potential of games consoles, as home-based virtual reality therapy, in improving the motor function of children with cerebral palsy should be appropriately tested in a randomised controlled trial. Wide ownership, and the relative ease with which children engage in the use of commercially-based virtual reality therapy systems, suggests potential as a means of augmenting therapy protocols, taking advantage of interest and participation patterns of families.
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refereegranskat (3)
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Jackson, M. (3)
Morris, C (3)
Green, Dido (3)
Memon, A. (3)
Bailey, S. (3)
Bremner, S. (3)
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Male, I. (3)
Gage, H. (3)
Speller, S. (3)
Colville, V. (3)
Farr, W. J. (2)
Farr, W. (1)
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Medicin och hälsovetenskap (3)

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