Skip to content
DraconiticResearch
Search Sources API
197,768 studies31 sourcesUpdated 4 min ago
Peer-reviewedCC BYJMIR serious games

Digital Resilience-Based Course-Game Sequential Intervention for Social Participation in Stroke Survivors: Development and Usability Study.

  1. 1School of Nursing, Naval Medical University, 800 Xiangyin Road, Yangpu District, Shanghai, 200433, China, 1 13761801446.
  2. 2Department of Hematology, The Second Medical Center & National Clinical Research Center for Geriatric Diseases, Chinese PLA General Hospital, Beijing, China.

Abstract

Background

Social participation is a key goal of stroke rehabilitation, yet effective interventions remain limited. Existing approaches focus largely on functional training or general psychological support, rarely targeting resilience as a modifiable mechanism for enhancing social participation. Most interventions are delivered face-to-face, limiting accessibility and scalability. A theory-driven digital intervention that integrates resilience training with contextualized practice may offer a promising pathway to support social reintegration in stroke survivors.Objective

This study aimed to develop a theory-driven, digital resilience-based course-game sequential intervention for improving social participation in stroke survivors and to evaluate its usability among the target population.Methods

This was an intervention development and usability study. Following the first 4 steps of intervention mapping, we completed the following steps: (1) conducted a needs assessment based on prior empirical evidence identifying psychological resilience as a key determinant of social participation; (2) defined performance and change objectives grounded in the Kumpfer resilience framework, which delineates 5 protective factors (cognitive, emotional, spiritual, behavioral, and physical); (3) selected theory-based methods and practical applications; and (4) developed an intervention prototype through 4 phases: initial design integrating course learning and gamified experiential modules, expert review and refinement by an 8-member panel, development of the digital system via a WeChat mini-program, and finalization of comprehensive intervention scripts. Participants were recruited using convenience sampling from a rehabilitation hospital in Shanghai, China. Usability was evaluated with 14 stroke survivors through 5 representative tasks, the System Usability Scale (SUS), and semistructured qualitative interviews. Quantitative data were analyzed using descriptive statistics, and qualitative data were analyzed using conventional content analysis.Results

The intervention comprised 2 sequential modules: a 7-session course learning module targeting 5 resilience factors, delivered weekly via narrative audio and multimodal content, and a gamified experiential module featuring a supermarket shopping scenario that enabled contextualized skill application. Each weekly course session was designed to last approximately 60 minutes. The duration of a single game session was 20 minutes. Participants had a mean age of 65.4 (SD 9.75) years, and 78.6% (11/14) had experienced an ischemic stroke. All participants completed the usability tasks successfully. The mean SUS score was 73.6 (SD 12.2, 95% CI 66.5-80.6; median 77.5, IQR 61.3-80.6), indicating good usability. Qualitative feedback revealed 3 themes: perceived ease of use and accessibility, perceived usefulness and engagement, and suggestions for improvement.Conclusions

This study systematically developed a theory-driven, digital course-game sequential intervention that is innovative in targeting psychological resilience as a core mechanism for social participation, distinguishing it from conventional function-focused or generic resilience approaches. By integrating systematic course learning with contextualized gamified practice, it offers a scalable, low-burden tool that addresses key gaps in stroke rehabilitation. These findings support progression to feasibility and efficacy testing through randomized controlled trials in real-world settings.

Related

  1. Supporting adolescent menstrual health to improve participation and performance in physical activity: rapid realist review to inform a logic model for intervention development
    Alison Cooper, Ainah Mahaiyuddin, Daniel Sim +5
    BMJ OpenPeer-reviewedCC BY-NC 4.0Full textEpidemiology & public healthCrossrefDOAJPMC
  2. DISABILITY, COMMUNITY PARTICIPATION, AND LIFE SATISFACTION IN WORKING-AGE CANCER SURVIVORS
    Ada CHEN, Jing TAO, Lidian CHEN
    Journal of Rehabilitation MedicinePeer-reviewedCC BY 4.0Full textOncologyPMC
  3. Manifestations of Body Image Distress in AYA Cancer Survivors: A Qualitative Analysis of Participants in an Expressive Writing Intervention
    Victoria Wytiaz, Amy Hecht‐Zizes
    Psycho-oncologyPeer-reviewedCC BYFull textGeneral medicineEurope PMC
  4. Promoting Community Living and Participation Outcomes Among Young Autistic Adults: Promising Results for an Autistic-Delivered Peer Support Intervention
    W. Song, A. Clarke, K. Kaplan +5
    medRxivPreprintAll rights reservedFull textPsychiatry & mental healthmedRxiv
  5. The Sequential Roles of Psychological Flexibility and Positivity in the Association Between Post-Traumatic Stress Symptoms and Depressive Symptoms Among Earthquake Survivors in Türkiye.
    Adem Peker, Serkan Cengiz, Yüksel Eroğlu +2
    European journal of investigation in health, psychology and educationPeer-reviewedCC BYFull textPsychiatry & mental healthEurope PMC
BibTeX
@article{zhou2026digital,
  title = {{Digital Resilience-Based Course-Game Sequential Intervention for Social Participation in Stroke Survivors: Development and Usability Study.}},
  author = {Xuan Zhou and You Lv and Runlin Liu and Wenjun Gao and Lanshu Zhou},
  journal = {JMIR serious games},
  year = {2026},
  month = nov,
  doi = {10.2196/96250},
  url = {https://europepmc.org/article/MED/42970759},
  note = {CC BY},
}
RIS
TY  - JOUR
TI  - Digital Resilience-Based Course-Game Sequential Intervention for Social Participation in Stroke Survivors: Development and Usability Study.
AU  - Xuan Zhou
AU  - You Lv
AU  - Runlin Liu
AU  - Wenjun Gao
AU  - Lanshu Zhou
PY  - 2026
DA  - 2026/11/02
JO  - JMIR serious games
DO  - 10.2196/96250
UR  - https://europepmc.org/article/MED/42970759
AB  - Background  Social participation is a key goal of stroke rehabilitation, yet effective interventions remain limited. Existing approaches focus largely on functional training or general psychological support, rarely targeting resilience as a modifiable mechanism for enhancing social participation. Most interventions are delivered face-to-face, limiting accessibility and scalability. A theory-driven digital intervention that integrates resilience training with contextualized practice may offer a promising pathway to support social reintegration in stroke survivors.Objective  This study aimed to develop a theory-driven, digital resilience-based course-game sequential intervention for improving social participation in stroke survivors and to evaluate its usability among the target population.Methods  This was an intervention development and usability study. Following the first 4 steps of intervention mapping, we completed the following steps: (1) conducted a needs assessment based on prior empirical evidence identifying psychological resilience as a key determinant of social participation; (2) defined performance and change objectives grounded in the Kumpfer resilience framework, which delineates 5 protective factors (cognitive, emotional, spiritual, behavioral, and physical); (3) selected theory-based methods and practical applications; and (4) developed an intervention prototype through 4 phases: initial design integrating course learning and gamified experiential modules, expert review and refinement by an 8-member panel, development of the digital system via a WeChat mini-program, and finalization of comprehensive intervention scripts. Participants were recruited using convenience sampling from a rehabilitation hospital in Shanghai, China. Usability was evaluated with 14 stroke survivors through 5 representative tasks, the System Usability Scale (SUS), and semistructured qualitative interviews. Quantitative data were analyzed using descriptive statistics, and qualitative data were analyzed using conventional content analysis.Results  The intervention comprised 2 sequential modules: a 7-session course learning module targeting 5 resilience factors, delivered weekly via narrative audio and multimodal content, and a gamified experiential module featuring a supermarket shopping scenario that enabled contextualized skill application. Each weekly course session was designed to last approximately 60 minutes. The duration of a single game session was 20 minutes. Participants had a mean age of 65.4 (SD 9.75) years, and 78.6% (11/14) had experienced an ischemic stroke. All participants completed the usability tasks successfully. The mean SUS score was 73.6 (SD 12.2, 95% CI 66.5-80.6; median 77.5, IQR 61.3-80.6), indicating good usability. Qualitative feedback revealed 3 themes: perceived ease of use and accessibility, perceived usefulness and engagement, and suggestions for improvement.Conclusions  This study systematically developed a theory-driven, digital course-game sequential intervention that is innovative in targeting psychological resilience as a core mechanism for social participation, distinguishing it from conventional function-focused or generic resilience approaches. By integrating systematic course learning with contextualized gamified practice, it offers a scalable, low-burden tool that addresses key gaps in stroke rehabilitation. These findings support progression to feasibility and efficacy testing through randomized controlled trials in real-world settings.
SN  - 2291-9279
ER  -