Naomi Gefen
Accessible digital gaming may provide an age-appropriate and motivating leisure opportunity during pediatric inpatient rehabilitation. Larger controlled studies are needed to examine its effects.
AIMS: Children with physical disabilities may have limited access to meaningful leisure during hospitalization. This study examined participation, motivation, and perceived benefits associated with accessible digital gaming in pediatric inpatient rehabilitation.
METHODS: Fifteen inpatients aged 6-17 years participated in a four-week, twice-weekly drop-in gaming program using standard or adapted controllers selected according to individual access needs. Outcomes included the Canadian Occupational Performance Measure (COPM), Intrinsic Motivation Inventory (IMI), session records, and a four-week parent follow-up questionnaire.
RESULTS: Mean COPM performance increased from 4.55 (SD = 1.99) to 6.42 (SD = 1.58; mean change = 1.87, p < .001), and satisfaction increased from 4.48 (SD = 2.31) to 6.59 (SD = 1.52; mean change = 2.11, p = .002). Six participants demonstrated increases of at least 2 points in performance and six in satisfaction. IMI scores indicated high interest/enjoyment (M = 4.66), perceived competence (M = 4.44), and perceived choice (M = 4.48), with low pressure/tension (M = 1.60). All 14 responding parents rated the experience positively, and nine (64.3%) reported continued gaming.
CONCLUSIONS: Accessible digital gaming may provide an age-appropriate and motivating leisure opportunity during pediatric inpatient rehabilitation. Larger controlled studies are needed to examine its effects.