背景與目的:互動式電腦遊戲(interactive computer play)是種透過電腦遊戲或虛擬實境(virtual reality)技術,讓兒童可以和電子影像產生互動與遊戲。互動式電腦遊戲是一種可用來訓練腦性麻痺動作功能的新興工具。因此,本報告應用國際健康功能與身心障礙分類(International Classification of Functioning, Disability and Health簡稱ICF)做架構,針對互動式電腦遊戲對於腦性麻痺兒童的實證成效進行系統性回顧探討。方法:在2010年二月針對PubMed、Medline、CINAHL、IEEE與CEPS五個電子資料庫進行文獻搜尋。納入本報告的論文受試看必須為年齡介於0到18歲的腦性麻痺兒童,且至少曾有次的互動式電腦遊戲做為介入。以ICF系統分析常用成效測量及其結果。研究品質及實證層級分析部份,使用美國腦性麻痺及發展醫學學會治療成效委員會所提出實證層級評估方法進行分析。結果:在蒐集到的16篇研究報告中,有10篇是測試互動式電腦遊戲介入後的改變。這些研究報告的研究品質不強,且實證層級偏低(等級IV到V)。回顧到的介入研究中並未含有不良的反應。結論:因為研究報告數量較少,且研究品質較低,所以就現有的實證來看無法支持或反對互動式電腦遊戲之介入訓練效果。這篇回顧性報告提供研究人員未來研究探討需要的方向。
Background and Purpose: Interactive computer play (ICP) is a kind of computer game or virtual-reality technique where the child can interact and play with digital images, The ICP is a new tool for motor rehabilitation of children with cerebral palsy (CP). This report reviewed the evidence-based effectiveness of the ICP for children with CP based upon the ICF framework. Methods: A search was conducted in February 2010 including Pubmed, Medline, CINAHL, IEEE, and CEPS. The studies with 0-18 year-old children with CP and at least an ICP intervention were eligible for review. All reported results of the ICP were classified on the basis of dimensions of the ICF framework. The methodological quality and level of evidence of the studies was assessed using the guidelines proposed the American Academics for Cerebral Palsy and Developmental Medicine. Results: Of the 16 included studies, 10 studies examined the changes after the ICP intervention. Their research qualities were not strong and the levels of evidence were low (level IV-V). No adverse effect was identified. Discussion: The limited number of studies and their weak quality makes it impossible to determine conclusive evidence either in support of or against the ICP as an intervention strategy. This review provides researchers to identify what is needed in future research studies of the ICP.