Familiarity, attitudes, and barriers to exergame use in rehabilitation among healthcare practitioners in Saudi Arabia: A cross-sectional study

沙特阿拉伯医护人员对康复中使用体感游戏的熟悉程度、态度和障碍:一项横断面研究

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Abstract

BACKGROUND: Exergames have gained attention as interactive technologies that combine exercise and gaming to enhance rehabilitation outcomes. Despite their potential, their use in clinical practice remains limited in Saudi Arabia. A validated survey was administered to healthcare practitioners to investigate their familiarity and attitudes (advantages and barriers) towards the utilisation of exergames in rehabilitation settings. OBJECTIVE: The objective was to identify the factors influencing the successful implementation of exergames as a therapeutic modality. METHODS: A cross-sectional study design was used to investigate healthcare practitioners' familiarity and attitudes towards exergames in rehabilitation settings in Saudi Arabia. A survey was developed to encompass these three constructs. A conceptual framework for the survey was established through a comprehensive literature review and expert consultation to ensure the content's validity and comprehensiveness. RESULTS: A total of 244 responses were received, mainly from physiotherapists and occupational therapists. The findings indicated that the use of exergames in rehabilitation was limited, with only 17% of healthcare practitioners ( n = 42 /244) reporting their use. Despite this, there was an overall positive attitude towards exergames. The most commonly reported advantage of exergames was their ability to increase training motivation ( n = 231 /244, 95%), while the primary barrier to adoption was the cost associated with purchasing the necessary devices and games ( n = 186 /244, 76%). CONCLUSION: The reported advantages of using exergames significantly outweighed the perceived barriers, suggesting a positive attitude and high acceptance rate among healthcare practitioners in Saudi Arabia towards this technology.

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