A Model for Treating Voice Disorders in School-Age Children within a Video Gaming Environment.
Summary: Objective: Clinicians use a variety of approaches to motivate children with hyperfunctional voice disorders to comply with voice therapy in a therapeutic session and improve the motivation of children to practice home-based exercises. Utilization of current entertainment technology in such...
| Published in: | Journal of Voice Vol. 26; no. 5; pp. 656 - 664 |
|---|---|
| Main Authors: | , , , |
| Format: | research Journal Article |
| Published: |
Elsevier B.V.
Sep2012
|
| Online Access: | View this record in EBSCOhost |
| fields | @attributes: recordID: 1 pdfLink: plink: https://search.ebscohost.com/login.aspx?direct=true&db=ccm&AN=104504617&site=ehost-live header: @attributes: shortDbName: ccm uiTerm: 104504617 longDbName: CINAHL Complete uiTag: AN controlInfo: bkinfo: dissinfo: jinfo: jid: 08921997 H24 jtl: Journal of Voice issn: 08921997 maglogo: N pubinfo: dt: Sep2012 vid: 26 iid: 5 pid: 467 pub: Elsevier B.V. place: New York, New York artinfo: ui: 104504617 79809887 10.1016/j.jvoice.2011.08.002 NLM22209055 104504617 ppf: 656 ppct: 8 formats: tig: atl: A Model for Treating Voice Disorders in School-Age Children within a Video Gaming Environment. aug: au: King, Suzanne N. Davis, Larry Lehman, Jeffrey J. Ruddy, Bari Hoffman affil: Division of Otolaryngology – Head and Neck Surgery, Department of Surgery, University of Wisconsin-Madison, Madison, Wisconsin sug: subj: Voice Disorders Human Prospective Studies Case Control Studies Protocols ab: Summary: Objective: Clinicians use a variety of approaches to motivate children with hyperfunctional voice disorders to comply with voice therapy in a therapeutic session and improve the motivation of children to practice home-based exercises. Utilization of current entertainment technology in such approaches may improve participation and motivation in voice therapy. The purpose of this study is to test the feasibility of using an entertainment video game as a therapy device. Study Design: Prospective cohort and case-control study. Methods: Three levels of game testing were conducted to an existing entertainment video game for use as a voice therapy protocol. The game was tested by two computer programmers and five normal participants. The third level of testing was a case study with a child diagnosed with a hyperfunctional voice disorder. Modifications to the game were made after each feasibility test. Results: Errors with the video game performance were modified, including the addition of a time stamp directory and game controller. Resonance voice exercises were modified to accommodate the gaming environment and unique competitive situation, including speech rate, acoustic parameters, game speed, and point allocations. Conclusion: The development of video games for voice therapeutic purposes attempt to replicate the high levels of engagement and motivation attained with entertainment video games, stimulating a more productive means of learning while doing. This case study found that a purely entertainment video game can be implemented as a voice therapeutic protocol based on information obtained from the case study. pubtype: Academic Journal doctype: research Journal Article ougenre: Article language: English refInfo: holdings: @attributes: islocal: N |
|---|