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Exploring Participant Perceptions of CyWee Z in Upper-Limb Rehabilitation Post-Stroke

This study investigated participant perceptions of the CyWee Z controller and computer games as adjuncts in upper-limb rehabilitation for chronic stroke survivors. Through in-depth interviews and focus groups, five key themes emerged: enjoyment, perceived benefits, shoulder pain, suggested improvements, and computer use in rehabilitation. Participants reported enhanced upper-limb movement, concentration, and balance after 8 to 10 sessions using the adapted CyWee Z, highlighting the potential of engaging technology in therapeutic practices.

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Exploring Participant Perceptions of CyWee Z in Upper-Limb Rehabilitation Post-Stroke

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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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