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Multiple sclerosis patients' experiences in relation to the impact of the kinect virtual home-exercise programme: a qualitative study

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dc.contributor.author Palacios Ceña, Domingo
dc.contributor.author Ortiz Gutiérrez, Rosa María
dc.contributor.author Buesa Estellez, Almudena
dc.contributor.author Galán del Río, Fernando
dc.contributor.author Cachón Pérez, José Miguel
dc.contributor.author Martínez Piedrola, Rosa
dc.contributor.author Velarde García, Juan Francisco
dc.contributor.author Cano de la Cuerda, Roberto
dc.date.accessioned 2017-11-03T12:41:43Z
dc.date.available 2017-11-03T12:41:43Z
dc.date.issued 2016
dc.identifier.citation Palacios-Cena, D., Ortiz-Gutierrez, R. M., Buesa-Estellez, A., Galan-Del-Rio, F., Cachon, P. J., Martinez-Piedrola, R., ... & Cano-De-la-Cuerda, R. (2016). Multiple sclerosis patients' experiences in relation to the impact of the kinect virtual home-exercise programme: a qualitative study. European journal of physical and rehabilitation medicine, 52(3), 347-355. spa
dc.identifier.issn 19739087
dc.identifier.issn 19739095
dc.identifier.uri http://hdl.handle.net/11268/6679
dc.description.abstract Neurorehabilitation programs are among the most popular therapies aimed at reducing the disabilities that result from multiple sclerosis. Video games have recently gained importance in the rehabilitation of patients with motor neurological dysfunctions. Currently, the studies describing the perspective of patients with multiple sclerosis who have participated in rehabilitation programmes via home-based video games are almost inexistent.The aim of this paper was to explore the experiences of multiple sclerosis patients who performed a virtual home-exercise programme using Kinect.A qualitative research enquiry was conducted as part of a study that examined postural control and balance after a 10-week Kinect home-exercise programme in adults with multiple sclerosis.Patients were recruited from a Neurology Unit of a University Hospital.The inclusion criteria were: subjects aged between 20 and 60 years, diagnosed with multiple sclerosis for over 2 years based on the McDonald Criteria; with an EDSS score ranging from 3 to 5.Purposeful sampling method was implemented. The data collection consisted of unstructured interviews, using open questions, and thematic analysis was conducted. Guidelines for conducting qualitative studies established by the Consolidated Criteria for Reporting Qualitative Research were followed.Twenty-four patients with a mean age of 36.69 were included. Four main themes emerged from the data: 1) regaining previous capacity and abilities. The patients described how, after the treatment with Kinect they felt more independent; 2) sharing the disease. The patients sharing the experience of living with MS with their family, thanks to the use of Kinect; 3) adapting to the new treatment. This refers to how the use of the videogame console incorporated novelties to their rehabilitation programme; and 4) comparing oneself. This refers to the appearance of factors that motivate the patient during KVHEP.The patients' experiences gathered in this study highlight perceptions of unexpected improvement, an eagerness to improve, and the positive opportunity of sharing treatment with their social entourage thanks to the games.These results can be applied to future research using video consoles, by individualizing and adapting the games to the patient's abilities, and by developing a new field in rehabilitation. spa
dc.description.sponsorship SIN FINANCIACION spa
dc.language.iso spa spa
dc.title Multiple sclerosis patients' experiences in relation to the impact of the kinect virtual home-exercise programme: a qualitative study spa
dc.type article spa
dc.description.impact 1.827 JCR (2016) Q2, 20/65 Rehabilitation spa
dc.rights.accessRights closedAccess spa
dc.subject.uem Esclerosis múltiple spa
dc.subject.uem Rehabilitación spa
dc.subject.unesco Rehabilitación médica spa
dc.description.filiation UEM spa
dc.peerreviewed Si spa


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