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dc.contributor.advisorJohnston, Andrew Ross
dc.contributor.authorFlint, Kirsten Louise
dc.date.available2017-09-06T20:48:26Z
dc.date.copyright2017
dc.identifier.citationFlint, K. L. (2017). Barriers to the Development and Implementation of Assistive Gaming Technology for Upper-Limb Rehabilitation After Acquired Brain Injury: Stakeholder Perspectives. (Thesis, Master of Science Communication). University of Otago. Retrieved from http://hdl.handle.net/10523/7539en
dc.identifier.urihttp://hdl.handle.net/10523/7539
dc.description.abstractAcquired brain injuries are one of the leading causes of lasting physical disability worldwide. Current rehabilitation services are insufficient, and an increasingly aging population suggests that this problem will only intensify. Gaming technology has recently shown promise in being able to augment the rehabilitation process, however this technology has not received widespread support from those involved in clinical practice. This Masters thesis attempts to identify the barriers hindering the development and acceptance of gaming technology in the current healthcare system. The results of the research undertaken inform both the written academic component of this thesis and the creative component, the documentary film Mind Games. For both components of the thesis, a range of stakeholders involved in the research, development and the implementation of assistive gaming technology for rehabilitation after stroke were interviewed using semi-structured interview techniques. Some of these interviews were utilised to create Mind Games and some informed the academic component. Their answers were coded thematically and qualitatively analysed for ideas relating to barriers which prevented the development and adoption of assistive gaming technology. Barriers identified ranged from those tangible in nature, to more abstract and complex ones and fell into five main categories: technological and design based barriers, barriers stemming from the healthcare system’s need for trials and evidence, barriers which stem from institutional patterns and processes, barriers involving investments, economics and funding, and barriers inherent in the introduction of new and innovative ideas into complex organisations and systems. This research concludes with suggestions as to how to begin to overcome these barriers and improve rehabilitation services.
dc.language.isoen
dc.publisherUniversity of Otago
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dc.subjectAcquired brain injury
dc.subjectABI
dc.subjectTraumatic brain injury
dc.subjectTBI
dc.subjectStroke
dc.subjectRehabilitation
dc.subjectPhysical rehabilitation
dc.subjectGames
dc.subjectGaming
dc.subjectGaming technology
dc.subjectNintendo Wii
dc.subjectDiffusion of innovation
dc.subjectComplex systems
dc.subjectBarriers
dc.subjectHealthcare
dc.subjectStakeholder
dc.subjectperspectives
dc.subjectStakeholder perspectives
dc.titleBarriers to the Development and Implementation of Assistive Gaming Technology for Upper-Limb Rehabilitation After Acquired Brain Injury: Stakeholder Perspectives.
dc.typeThesis
dc.date.updated2017-09-06T13:39:02Z
dc.language.rfc3066en
thesis.degree.disciplineCentre for Science Communication
thesis.degree.nameMaster of Science Communication
thesis.degree.grantorUniversity of Otago
thesis.degree.levelMasters
otago.interloanno
otago.openaccessAbstract Only
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