title: Therapists' perceptions of social media and video game technologies in upper limb rehabilitation.
abstract: BACKGROUND
  The application of technologies, such as video gaming and social media for rehabilitation, is garnering interest in the medical field. However, little research has examined clinicians' perspectives regarding technology adoption by their clients.
  
  
  OBJECTIVE
  The objective of our study was to explore therapists' perceptions of how young people and adults with hemiplegia use gaming and social media technologies in daily life and in rehabilitation, and to identify barriers to using these technologies in rehabilitation.
  
  
  METHODS
  We conducted two focus groups comprised of ten occupational therapists/physiotherapists who provide neurorehabilitation to individuals with hemiplegia secondary to stroke or cerebral palsy. Data was analyzed using inductive thematic analysis. The diffusion of innovations theory provided a framework to interpret emerging themes.
  
  
  RESULTS
  Therapists were using technology in a limited capacity. They identified barriers to using social media and gaming technology with their clients, including a lack of age appropriateness, privacy issues with social media, limited transfer of training, and a lack of accessibility of current systems. Therapists also questioned their role in the context of technology-based interventions. The opportunity for social interaction was perceived as a major benefit of integrated gaming and social media.
  
  
  CONCLUSIONS
  This study reveals the complexities associated with adopting new technologies in clinical practice, including the need to consider both client and clinician factors. Despite reporting several challenges with applying gaming and social media technology with clinical populations, therapists identified opportunities for increased social interactions and were willing to help shape the development of an upper limb training system that could more readily meet the needs of clients with hemiplegia. By considering the needs of both therapists and clients, technology developers may increase the likelihood that clinicians will adopt innovative technologies.
authors.affiliation: Sunny Hill Health Centre for Children, Vancouver, BC, Canada. statla2@cw.bc.ca.
authors.forename: Sandy K
authors.identifier: http://orcid.org/0000-0001-5708-2666
authors.initials: SK
authors.lastname: Tatla
authors.forename: Navid
authors.identifier: http://orcid.org/0000-0003-3839-2583
authors.initials: N
authors.lastname: Shirzad
authors.forename: Keith R
authors.identifier: http://orcid.org/0000-0002-7643-3887
authors.initials: KR
authors.lastname: Lohse
authors.forename: Naznin
authors.identifier: http://orcid.org/0000-0002-8984-5848
authors.initials: N
authors.lastname: Virji-Babul
authors.forename: Alison M
authors.identifier: http://orcid.org/0000-0002-9533-9079
authors.initials: AM
authors.lastname: Hoens
authors.forename: Liisa
authors.identifier: http://orcid.org/0000-0003-0315-0330
authors.initials: L
authors.lastname: Holsti
authors.forename: Linda C
authors.identifier: http://orcid.org/0000-0001-6280-0511
authors.initials: LC
authors.lastname: Li
authors.forename: Kimberly J
authors.identifier: http://orcid.org/0000-0002-9826-7269
authors.initials: KJ
authors.lastname: Miller
authors.forename: Melanie Y
authors.identifier: http://orcid.org/0000-0003-4420-9124
authors.initials: MY
authors.lastname: Lam
authors.forename: H F Machiel
authors.identifier: http://orcid.org/0000-0003-1355-980X
authors.initials: HF
authors.lastname: Van der Loos
keywords: cerebral palsy; gaming; hemiplegia; rehabilitation; social media; stroke; technology adoption; therapy; virtual reality