Evidence map›Paper›PMID 25256741›Full record

ArticlePhysical therapy2015

"Kinect-ing" with clinicians: a knowledge translation resource to support decision making about video game use in rehabilitation.

Danielle Levac, Deborah Espy, Emily Fox, Sujata Pradhan, Judith E Deutsch

Abstract read
In one paragraph

Article in Physical therapy, 2015. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 23 papers, 2 of them syntheses that pooled it.

0numbers the graph read from it
0cells of the map it votes in
23citing papers in PubMed, 2 pooled it
–field-weighted citation impact
1 · What the graph read from it

What it found

Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.

The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.

2 · The registry

The trial behind it

Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.

Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.

3 · Its place in the literature

Who cites it

23 citing papers in PubMed, 2 syntheses or guidelines pooled it.

  1. Pooled it
  2. Virtual reality for stroke rehabilitation.The Cochrane database of systematic reviews · 2017
    Pooled it
  3. Trial
  4. Article
  5. Article
  6. Article
  7. Article
  8. Article
  9. Article
  10. Article
  11. Article
  12. Article
  13. The use of Xbox Kinect™ in a Paediatric Burns Unit.The South African journal of physiotherapy · 2018
    Article
  14. Virtual Reality and Serious Games in Neurorehabilitation of Children and Adults: Prevention, Plasticity, and Participation.Pediatric physical therapy : the official publication of the Section on Pediatrics of the American Physical Therapy Association · 2017
    Article
  15. Article
  16. Article
  17. Article
  18. Cerebral palsy.Nature reviews. Disease primers · 2016
    Review
  19. Review
  20. Review
4 · The record

Corrections and comments

PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.

5 · Who and what money

Authors and funding

5 authors.

Danielle LevacD. Levac, PT, MSc, PhD, School of Rehabilitation Sciences, University of Ottawa, Ottawa, Canada.
Deborah EspyD. Espy, PT, PhD, Health Sciences, Cleveland State University, Cleveland, Ohio.
Emily FoxE. Fox, PT, DPT, PhD, NCS, Department of Physical Therapy, University of Florida, Gainesville, Florida, and Brooks Rehabilitation, Jacksonville, Florida.
Sujata PradhanS. Pradhan, PT, PhD, Department of Rehabilitation Medicine, Division of Physical Therapy, University of Washington-Seattle, Seattle, Washington.
Judith E DeutschJ.E. Deutsch, PT, PhD, FAPTA, Doctoral Programs in Physical Therapy, Rehabilitation and Movement Sciences, Rutgers University, 65 Bergen St, Room 720, Newark, NJ 07101 (USA). deutsch@shrp.rutgers.edu.

Funding

Canadian Institutes of Health Research
6 · The paper itself

Abstract

Microsoft's Kinect for Xbox 360 virtual reality (VR) video games are promising rehabilitation options because they involve motivating, full-body movement practice. However, these games were designed for recreational use, which creates challenges for clinical implementation. Busy clinicians require decision-making support to inform game selection and implementation that address individual therapeutic goals. This article describes the development and preliminary evaluation of a knowledge translation (KT) resource to support clinical decision making about selection and use of Kinect games in physical therapy. The knowledge-to-action framework guided the development of the Kinecting With Clinicians (KWiC) resource. Five physical therapists with VR and video game expertise analyzed the Kinect Adventure games. A consensus-building method was used to arrive at categories to organize clinically relevant attributes guiding game selection and game play. The process and results of an exploratory usability evaluation of the KWiC resource by clinicians through interviews and focus groups at 4 clinical sites is described. Subsequent steps in the evaluation and KT process are proposed, including making the KWiC resource Web-based and evaluating the utility of the online resource in clinical practice.

Indexed as

Attitude of Health PersonnelDecision Support TechniquesPhysical Therapy ModalitiesTranslational Research, BiomedicalUser-Computer InterfaceVideo GamesHumans

Identifiers

PMID25256741
PMCPMC4348717

What OpenQuestion holds

Textmetadata
Read underepoch 390

Registered trials

None linked

Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.