Abstract
Background:
Upper limb (UL) impairments can affect fine motor control, including the ability to grasp and manipulate objects. Exergames, an innovative and technology-driven intervention, may enhance patient engagement and adherence to rehabilitation exercises. However, there is limited evidence assessing their feasibility in the acute care setting, immediate post-stroke.
Aim:
This study aimed to evaluate the feasibility of exergames among acute and subacute stroke survivors and to identify factors influencing their acceptability and usability.
Methods:
A quasi-experimental, one-group post-test design was employed, with convenience sampling to recruit acute and subacute stroke patients experiencing UL impairments. Participants engaged in two exergames, “Fishing” and “Brave Bird,” at least once. These games were specifically designed to promote improved hand and finger movement. Post-intervention data were collected using the technology acceptance model (TAM) questionnaire, measuring user-friendliness, attitudes, and intentions for future use.
Results:
A total of 47 participants were recruited, with a mean age of 61.2 years. The overall mean TAM score was 70.72 (±12.64; range: 39–84/84), indicating high acceptance and usability of the exergames. Younger participants showed significantly higher TAM scores (76.24 ± 6.56; P = 0.026). Males had higher scores (72.67 ± 12.75) compared with females (67.95 ± 12.28). Participants with higher education had the greatest TAM scores (77.11 ± 4.44), while bedbound participants reported the lowest scores (45 ± 8.49).
Conclusions:
Exergames were feasible and acceptable for UL recovery in acute stroke patients. User acceptance varied by age, gender, education, and mobility, emphasizing the need for personalized approaches in designing technology-based rehabilitation interventions.
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