A study on the intention of upper limb hemiplegic patients to use interactive gaming devices for hand rehabilitation

Investigating stroke patients with hemiplegia, this study explores how various pre-factors and personal characteristics influence their intention to use interactive gaming devices (IGDs) for hand rehabilitation. Key pre-factors include performance expectancy, effort expectancy, social influence, hed...

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Bibliographic Details
Published inThe Design journal Vol. 27; no. 3; pp. 470 - 492
Main Authors Yang, Chujun, Wu, Chih-Fu, Wang, Jingyan, Chen, Wen-Chi, Chang, Haoyen, Xu, Dan Dan
Format Journal Article
LanguageEnglish
Published Oxford Routledge 03.05.2024
Taylor & Francis Ltd
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Summary:Investigating stroke patients with hemiplegia, this study explores how various pre-factors and personal characteristics influence their intention to use interactive gaming devices (IGDs) for hand rehabilitation. Key pre-factors include performance expectancy, effort expectancy, social influence, hedonic motivation, and game design, while personal characteristics cover age, gender, digital experience, and stroke severity. The research, involving 38 participants, integrates these elements into the development of IGDs, using a survey based on an extended Unified Theory of Acceptance and Use of Technology. Results indicate that hedonic motivation, affected by performance and effort expectancy as well as game design, plays a crucial role in patients' willingness to use IGDs. Additionally, stroke severity emerges as a significant moderator in this context. These findings highlight the importance of aligning game design with patient expectations and conditions to enhance engagement and efficacy in hand rehabilitation using IGDs.
ISSN:1460-6925
1756-3062
DOI:10.1080/14606925.2024.2334139