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Hospital-to-Home Transition for Older Patients

Using Serious Games to Improve the Motivation for Rehabilitation – a Qualitative Study

Bibliographic Data

ID12958021
AuthorsMirana Randriambelonoro (0000-0002-3351-9701, University of Geneva, corresponding author), Caroline Perrin (0000-0002-6667-6164, University of Geneva), Alexandra Blocquet (University Hospital of Geneva), Dominika Kozak (0000-0001-8741-4166), Julia Toyas Fernandez (University Hospital of Geneva), Tiphaine Marfaing (University Hospital of Geneva), Elisabeth Bolomey (University Hospital of Geneva), Zineb Benhissen (0000-0001-8744-2757, University Hospital of Geneva), Emilia Frangos (0000-0002-8727-7576, University Hospital of Geneva), Antoine Geissbühler (0000-0001-5039-3373, University of Geneva), Christophe Graf (0000-0002-0235-5046, University Hospital of Geneva)
Year2020
Volume13
Issue2
Pages187-205
Publication date2020-02-19
Peer ReviewedYes
Open AccessYes
TypeARTICLE
VenueJournal of Population Ageing (JOURNAL)
Journal identifiersISSN: 1874-7876 • E-ISSN: 1874-7884
PublisherSpringer Science+Business Media (PUBLISHER • DE)
DOI10.1007/s12062-020-09274-7
OpenAlexW3008997625
LanguageEN
Citations received1
References cited39

Traditional physiotherapy is often perceived as repetitive and boring by patients, leading to issues in maintaining their interest and performing the required exercises. This paper investigates older patients’ engagement and motivation for physical activity using a serious game-based rehabilitation compared to a control group using a standard care therapy, during hospitalization. We conducted a randomized clinical trial with 57 geriatric patients and demonstrated that the serious game-based rehabilitation was as efficient as the standard rehabilitation program in terms of improving their functional capacity. In this paper, we mainly focus on reporting qualitative analysis of the patient’s behavior change thorough the intervention. The intervention lasted 3 weeks. Semi-structured interviews, including all the participants, were conducted before and after the intervention. Patients’ attitudes towards rehabilitation process, physical activity and innovation technology were investigated. Motivation to be active following the intervention were explored. Participants admitted feeling bored at the hospital and only following along the care process routine. Enthusiasm towards the progress brought by technological solution was observed. At the end of the hospital stay, the serious game-based rehabilitation received positive feedback. Patients felt more active and observed significant improvement of their general condition. The analysis suggests that patients participating in the gamified rehabilitation are more motivated. Several recommendations on designing serious game for elderly rehabilitation are proposed

Enthusiasm · Feeling · Focus group · Geriatric rehabilitation · Intervention (counseling · Physical medicine and rehabilitation · Physical therapy · Qualitative research · Randomized controlled trial · Educational Games and Gamification · Medicine · Nursing · Psychology · Social Psychology · Stroke Rehabilitation and Recovery · Technology Use by Older Adults · Rehabilitation

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Unique citing works1
Citations per year0.33
Citation span2023 - 2023 (1)
Citation velocityhistorical
Highly citedNo
Citation typesNeutral: 1

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