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        <identifier>oai:figshare.com:article/33880423</identifier>
        <datestamp>2026-09-17T09:25:09Z</datestamp>
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          <dc:title>Exploring Leisure Gaming as a Meaningful Occupation in Pediatric Inpatient Rehabilitation</dc:title>
          <dc:creator>Naomi Gefen (8088773)</dc:creator>
          <dc:subject>Physiology</dc:subject>
          <dc:subject>Biotechnology</dc:subject>
          <dc:subject>Sociology</dc:subject>
          <dc:subject>Biological Sciences not elsewhere classified</dc:subject>
          <dc:subject>Science Policy</dc:subject>
          <dc:subject>Mental Health</dc:subject>
          <dc:subject>Accessible digital gaming</dc:subject>
          <dc:subject>children and adolescents</dc:subject>
          <dc:subject>intrinsic motivation</dc:subject>
          <dc:subject>leisure participation</dc:subject>
          <dc:subject>occupational therapy</dc:subject>
          <dc:subject>pediatric rehabilitation</dc:subject>
          <dc:subject>physical disabilities</dc:subject>
          <dc:subject>social participation</dc:subject>
          <dc:description>&lt;p&gt;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.&lt;/p&gt; &lt;p&gt;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.&lt;/p&gt; &lt;p&gt;Mean COPM performance increased from 4.55 (SD = 1.99) to 6.42 (SD = 1.58; mean change = 1.87, &lt;i&gt;p&lt;/i&gt; &lt; .001), and satisfaction increased from 4.48 (SD = 2.31) to 6.59 (SD = 1.52; mean change = 2.11, &lt;i&gt;p&lt;/i&gt; = .002). Six participants demonstrated increases of at least 2 points in performance and six in satisfaction. IMI scores indicated high interest/enjoyment (&lt;i&gt;M&lt;/i&gt; = 4.66), perceived competence (&lt;i&gt;M&lt;/i&gt; = 4.44), and perceived choice (&lt;i&gt;M&lt;/i&gt; = 4.48), with low pressure/tension (&lt;i&gt;M&lt;/i&gt; = 1.60). All 14 responding parents rated the experience positively, and nine (64.3%) reported continued gaming.&lt;/p&gt; &lt;p&gt;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.&lt;/p&gt;</dc:description>
          <dc:date>2026-09-17T09:25:09Z</dc:date>
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          <dc:identifier>10.6084/m9.figshare.33880423.v1</dc:identifier>
          <dc:relation>https://figshare.com/articles/dataset/Exploring_Leisure_Gaming_as_a_Meaningful_Occupation_in_Pediatric_Inpatient_Rehabilitation/33880423</dc:relation>
          <dc:rights>CC BY 4.0</dc:rights>
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