Technology acceptance of the video game-based swallowing function training system among healthcare providers and dysphagia patients: A qualitative study
Objective Dysphagia is highly prevalent worldwide, causing serious complications. Video-game based rehabilitation training can increase dysphagia patient motivation and adherence. However, the acceptance of video game systems by patients and healthcare providers is still not fully explored. This stu...
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| Format: | Article |
| Language: | English |
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SAGE Publishing
2024-10-01
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| Series: | Digital Health |
| Online Access: | https://doi.org/10.1177/20552076241284830 |
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| author | Bohan Zhang Ping Ding Vivian Hui Ka Po Wong Yue Liu Zihan Liu Qian Xiao Jing Qin |
| author_facet | Bohan Zhang Ping Ding Vivian Hui Ka Po Wong Yue Liu Zihan Liu Qian Xiao Jing Qin |
| author_sort | Bohan Zhang |
| collection | DOAJ |
| description | Objective Dysphagia is highly prevalent worldwide, causing serious complications. Video-game based rehabilitation training can increase dysphagia patient motivation and adherence. However, the acceptance of video game systems by patients and healthcare providers is still not fully explored. This study aimed to explore the acceptance of the video game swallowing training system among potential users. Methods The in-depth interviews were conducted face-to-face between July and October 2023 at a rehabilitation center in China, with a sample size based on the principle of information saturation. Interviews were audio-recorded and transcribed verbatim, and the data were analyzed using theory-driven thematic analysis methods based on the technology acceptance model. Results A total of 19 participants participated in the interviews, which included 11 hospitalized dysphagia patients, three rehabilitation therapists, one doctor, and four nurses. Three themes and seven subthemes were identified. Sufficient training content, interesting interaction between the game and the rehabilitation training, intuitive page design, and efficient training modes were related to the usefulness of the system; user-friendly page design and simple interface could make it easier for participants to use the system. Overall, the availability of the video game system for use without geographical or time limitations led to a high level of participant intention to use the system, but it is still challenging to use it in the real world. Conclusions The results of the study showed that participants were generally accepted and willing to use the video game system for dysphagia rehabilitation training. The video game-based swallowing function training system can be helpful in assisting with dysphagia rehabilitation. |
| format | Article |
| id | doaj-art-5db4619a95ba4303bc45f284be22ee0b |
| institution | OA Journals |
| issn | 2055-2076 |
| language | English |
| publishDate | 2024-10-01 |
| publisher | SAGE Publishing |
| record_format | Article |
| series | Digital Health |
| spelling | doaj-art-5db4619a95ba4303bc45f284be22ee0b2025-08-20T01:47:22ZengSAGE PublishingDigital Health2055-20762024-10-011010.1177/20552076241284830Technology acceptance of the video game-based swallowing function training system among healthcare providers and dysphagia patients: A qualitative studyBohan Zhang0Ping Ding1Vivian Hui2Ka Po Wong3 Yue Liu4Zihan Liu5Qian Xiao6Jing Qin7 Centre for Smart Health, School of Nursing, , Hung Hom, Kowloon, Hong Kong, China Outpatient Department, , Chaozhou, Guangdong, China Health and Community Systems, School of Nursing, , PA, USA Department of Applied Social Sciences, , Hung Hom, Kowloon, Hong Kong, China Tiantan Xiaotangshan Rehabilitation Center, , Beijing, China Tiantan Xiaotangshan Rehabilitation Center, , Beijing, China School of Nursing, , Beijing, China Centre for Smart Health, School of Nursing, , Hung Hom, Kowloon, Hong Kong, ChinaObjective Dysphagia is highly prevalent worldwide, causing serious complications. Video-game based rehabilitation training can increase dysphagia patient motivation and adherence. However, the acceptance of video game systems by patients and healthcare providers is still not fully explored. This study aimed to explore the acceptance of the video game swallowing training system among potential users. Methods The in-depth interviews were conducted face-to-face between July and October 2023 at a rehabilitation center in China, with a sample size based on the principle of information saturation. Interviews were audio-recorded and transcribed verbatim, and the data were analyzed using theory-driven thematic analysis methods based on the technology acceptance model. Results A total of 19 participants participated in the interviews, which included 11 hospitalized dysphagia patients, three rehabilitation therapists, one doctor, and four nurses. Three themes and seven subthemes were identified. Sufficient training content, interesting interaction between the game and the rehabilitation training, intuitive page design, and efficient training modes were related to the usefulness of the system; user-friendly page design and simple interface could make it easier for participants to use the system. Overall, the availability of the video game system for use without geographical or time limitations led to a high level of participant intention to use the system, but it is still challenging to use it in the real world. Conclusions The results of the study showed that participants were generally accepted and willing to use the video game system for dysphagia rehabilitation training. The video game-based swallowing function training system can be helpful in assisting with dysphagia rehabilitation.https://doi.org/10.1177/20552076241284830 |
| spellingShingle | Bohan Zhang Ping Ding Vivian Hui Ka Po Wong Yue Liu Zihan Liu Qian Xiao Jing Qin Technology acceptance of the video game-based swallowing function training system among healthcare providers and dysphagia patients: A qualitative study Digital Health |
| title | Technology acceptance of the video game-based swallowing function training system among healthcare providers and dysphagia patients: A qualitative study |
| title_full | Technology acceptance of the video game-based swallowing function training system among healthcare providers and dysphagia patients: A qualitative study |
| title_fullStr | Technology acceptance of the video game-based swallowing function training system among healthcare providers and dysphagia patients: A qualitative study |
| title_full_unstemmed | Technology acceptance of the video game-based swallowing function training system among healthcare providers and dysphagia patients: A qualitative study |
| title_short | Technology acceptance of the video game-based swallowing function training system among healthcare providers and dysphagia patients: A qualitative study |
| title_sort | technology acceptance of the video game based swallowing function training system among healthcare providers and dysphagia patients a qualitative study |
| url | https://doi.org/10.1177/20552076241284830 |
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