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70 Facilitators and barriers to real-world adoption of video exercise gaming technology in the physiotherapy department at great ormond street hospital
  1. Deepti Chugh,
  2. Gill Waite,
  3. Phillip Harniess,
  4. Lucy Alderson
  1. Great Ormond Street Hospital


Background There is increasing recognition of the potential use of digital health technology to support delivery and effectiveness of care within the NHS. Use of gaming technology in rehabilitation is gaining popularity across the world. In collaboration with University College London Partners (UCLP), the physiotherapy department procured two ‘MIRA Rehab’ units (video exercise gaming technology) to improve children and young people (CYP) engagement, activity and participation.

Aim To demonstrate the facilitators and barriers to adoption of MIRA across the physiotherapy department.

Methods The process of adoption of MIRA involved: awareness raising, group and individual teaching sessions, problem solving with the company representative, working with different stakeholders within and outside the Trust such as Information Communication Technologies (ICT), Information Governance (IG), the company representatives and UCLP. Further feedback on usability of MIRA was gathered from the Young People Forum, parents, CYP, staff, and physiotherapists from other organisations.

Results The facilitators for adoption of MIRA were: positive feedback from YPF, parent and CYP following short-term use of MIRA; involvement across the multidisciplinary team; close collaboration for skill transfer from the company representative and ongoing problem solving; dedicated staff time to promote adoption, integration and implementation in collaboration with UCLP and the Trust’s ICT. The barriers were: systemic issues in integrating an external technology within the Trust’s ICT/IG framework; technical issues with the MIRA product; environmental issues such as accessibility and space; staff attitude, time constraints and the type of clinical caseload.

Conclusion Introducing technology into a real-world setting is a challenge. It requires collaborative working with internal and external stakeholders within the existing infrastructure. Further consideration is required as to whether video exercise gaming technology addresses a real clinical need in an acute clinical setting.

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