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Participant Perceptions of CyWee.Z Use in Upper-limb Stroke Rehabilitation

This study explores the utility, acceptability, and efficacy of CyWee.Z controller and computer games in upper-limb rehabilitation for chronic stroke survivors. Through interviews and focus groups, participants' experiences using the adapted controller were examined, highlighting themes such as enjoyment, benefits, shoulder pain, suggested changes, and computer use in rehabilitation. Findings suggest positive gains in movement, concentration, and balance after 8-10 sessions.

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Participant Perceptions of CyWee.Z Use in Upper-limb Stroke Rehabilitation

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  1. Participant perceptions of use of CyWee Z as adjunct to rehabilitation of upper-limb function following stroke Leigh A. Hale, PhD; Jessica A. Satherley, BPhty; Nicole J. McMillan, BPhty; Stephan Milosavljevic, PhD; Juha M. Hijmans, PhD; Marcus J. King, BE

  2. Aim • Determine utility, acceptability, and potential efficacy of CyWee Z controller and computer games in upper-limb rehabilitation for people with chronic stroke. • Relevance • Key factors in upper-limb stroke rehabilitation training are attention, repetition, practice intensity, reward, complexity progression, skill acquisition, and task-orientation.

  3. Methods • Used in-depth interviews and focus groups to explore participants’ experience using adapted CyWee Z controller with various computer games. Movements required for controlling cursor on computer screen using CyWee Z incorporated into handlebar.

  4. Results • Five main themes emerged: • Enjoyment. • Benefits. • Shoulder pain. • Suggested changes. • Use of computers in rehabilitation.

  5. Conclusions • Participants with chronic stroke enjoyed and reported perceived gains in upper-limb movement, concentration, and balance following 8 to 10 sessions of playing with the adapted CyWee Z controller and a range of computer games.

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