Multiple Sclerosis. 2013 Jan 15. [Epub ahead of print]
Brichetto G, Spallarossa P, de Carvalho ML, Battaglia MA.
Scientific Research Area, Italian Multiple Sclerosis Foundation (FISM), Genoa, Italy.
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Showing posts with label wii. Show all posts
Showing posts with label wii. Show all posts
Tuesday, 5 February 2013
Monday, 4 February 2013
Integrating virtual reality video games into practice: Clinicians' experiences.
Posted online on January 30, 2013.
Danielle E. Levac, PT, PhD and Patricia A. Miller, PT, PhD
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The Nintendo Wii is a popular virtual reality (VR) video gaming system in rehabilitation practice and research. As evidence emerges related to its effectiveness as a physical therapy training method, clinicians require information about the pragmatics of its use in practice. The purpose of this descriptive qualitative study is to explore observations and insights from a sample of physical therapists (PTs) working with children with acquired brain injury regarding practical implications of using the Wii as a physical therapy intervention. Six PTs employed at a children's rehabilitation center participated in semi-structured interviews, which were transcribed and analyzed using content analysis. Two themes summarize the practical implications of Wii use: 1) technology meets clinical practice; and 2) onus is on the therapist. Therapists described both beneficial and challenging implications arising from the intersection of technology and practice, and reported the personal commitment required to orient oneself to the gaming system and capably implement this intervention. Findings include issues that may be relevant to professional development in a broader rehabilitation context, including suggestions for the content of educational initiatives and the need for institutional support from managers in the form of physical resources for VR implementation.
Click here for more information
Danielle E. Levac, PT, PhD and Patricia A. Miller, PT, PhD
+/- Click for more/less
The Nintendo Wii is a popular virtual reality (VR) video gaming system in rehabilitation practice and research. As evidence emerges related to its effectiveness as a physical therapy training method, clinicians require information about the pragmatics of its use in practice. The purpose of this descriptive qualitative study is to explore observations and insights from a sample of physical therapists (PTs) working with children with acquired brain injury regarding practical implications of using the Wii as a physical therapy intervention. Six PTs employed at a children's rehabilitation center participated in semi-structured interviews, which were transcribed and analyzed using content analysis. Two themes summarize the practical implications of Wii use: 1) technology meets clinical practice; and 2) onus is on the therapist. Therapists described both beneficial and challenging implications arising from the intersection of technology and practice, and reported the personal commitment required to orient oneself to the gaming system and capably implement this intervention. Findings include issues that may be relevant to professional development in a broader rehabilitation context, including suggestions for the content of educational initiatives and the need for institutional support from managers in the form of physical resources for VR implementation.
Click here for more information
Labels:
acquired brain injury,
rehab,
virtual reality,
wii
Tuesday, 1 January 2013
The assessment of postural control and the influence of a secondary task in people with anterior cruciate ligament reconstructed knees using a Nintendo Wii Balance Board.
British Journal of Sports Medicine. 2012 Dec 25. [Epub ahead of print]
Howells BE, Clark RA, Ardern CL, Bryant AL, Feller JA, Whitehead TS, Webster KE.
Source Musculoskeletal Research Centre, Faculty of Health Sciences, La Trobe University, Melbourne, Victoria, Australia.
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Abstract
BACKGROUND:
Postural control impairments may persist following anterior cruciate ligament (ACL) reconstruction. The effect of a secondary task on postural control has, however, not been determined. The purpose of this case-control study was to compare postural control in patients following ACL reconstruction with healthy individuals with and without a secondary task.
PARTICIPANTS:
45 patients (30 men and 15 women) participated at least 6 months following primary ACL reconstruction surgery. Participants were individually matched by age, gender and sports activity to healthy controls.
MATERIALS:
Postural control was measured using a Nintendo Wii Balance Board and customised software during static single-leg stance and with the addition of a secondary task. The secondary task required participants to match the movement of an oscillating marker by adducting and abducting their arm.
MAIN OUTCOME MEASURES:
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Howells BE, Clark RA, Ardern CL, Bryant AL, Feller JA, Whitehead TS, Webster KE.
Source Musculoskeletal Research Centre, Faculty of Health Sciences, La Trobe University, Melbourne, Victoria, Australia.
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Abstract
BACKGROUND:
Postural control impairments may persist following anterior cruciate ligament (ACL) reconstruction. The effect of a secondary task on postural control has, however, not been determined. The purpose of this case-control study was to compare postural control in patients following ACL reconstruction with healthy individuals with and without a secondary task.
PARTICIPANTS:
45 patients (30 men and 15 women) participated at least 6 months following primary ACL reconstruction surgery. Participants were individually matched by age, gender and sports activity to healthy controls.
MATERIALS:
Postural control was measured using a Nintendo Wii Balance Board and customised software during static single-leg stance and with the addition of a secondary task. The secondary task required participants to match the movement of an oscillating marker by adducting and abducting their arm.
MAIN OUTCOME MEASURES:
Centre of pressure (CoP) path length in both medial-lateral and anterior-posterior directions, and CoP total path length.
RESULTS:
When compared with the control group, the anterior-posterior path length significantly increased in the ACL reconstruction patients' operated (12.3%, p=0.02) and non-operated limbs (12.8%, p=0.02) for the single-task condition, and the non-operated limb (11.5%, p=0.006) for the secondary task condition. The addition of a secondary task significantly increased CoP path lengths in all measures (p<0.001), although the magnitude of the increase was similar in both the ACL reconstruction and control groups.
DISCUSSION:
ACL reconstruction patients showed a reduced ability in both limbs to control the movement of the body in the anterior-posterior direction. The secondary task affected postural control by comparable amounts in patients after ACL reconstruction and healthy controls. Devices for the objective measurement of postural control, such as the one used in this study, may help clinicians to more accurately identify patients with deficits who may benefit from targeted neuromuscular training programs.
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Labels:
ACL,
balance board,
customised software,
postural control,
rehab,
sport,
wii
Tuesday, 23 October 2012
The effect of the Nintendo Wii Fit on balance control and gross motor function of children with spastic hemiplegic cerebral palsy.
Dev Neurorehabil. 2012 Oct 3.
Jelsma J, Pronk M, Ferguson G, Jelsma-Smit D.
Division of Physiotherapy, Department of Health and Rehabilitation Sciences, University of Cape Town , South Africa.
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Abstract
Objective: To study the impact of training using the Nintendo Wii Fit in 14 children with spastic hemiplegic cerebral palsy.
Methods: A single-subject single blinded design with multiple subjects and baselines was utilised. Interactive video gaming (IVG) in lieu of regular physiotherapy was given for 3 weeks. Outcome measures included modified balance and running speed and agility (RSA) scales of the Bruininks-Oserestky test of Motor Performance 2 and the timed up and down stairs (TUDS).
Results: Balances score improved significantly (F(2, 26) = 9.8286, p = 0.001). Changes over time in the RSA (F(2, 26) = 0.86198, p = 0.434) and the TUDS (F(2, 26) = 1.3862, p = 0.268) were not significant. Ten children preferred the intervention to conventional physiotherapy.
Conclusion: Most children preferred the IVG but as the effect did not carry over into function, IVG should not be used in place of conventional therapy and further research is needed into its use as an adjunct to therapy.
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Jelsma J, Pronk M, Ferguson G, Jelsma-Smit D.
Division of Physiotherapy, Department of Health and Rehabilitation Sciences, University of Cape Town , South Africa.
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Abstract
Objective: To study the impact of training using the Nintendo Wii Fit in 14 children with spastic hemiplegic cerebral palsy.
Methods: A single-subject single blinded design with multiple subjects and baselines was utilised. Interactive video gaming (IVG) in lieu of regular physiotherapy was given for 3 weeks. Outcome measures included modified balance and running speed and agility (RSA) scales of the Bruininks-Oserestky test of Motor Performance 2 and the timed up and down stairs (TUDS).
Results: Balances score improved significantly (F(2, 26) = 9.8286, p = 0.001). Changes over time in the RSA (F(2, 26) = 0.86198, p = 0.434) and the TUDS (F(2, 26) = 1.3862, p = 0.268) were not significant. Ten children preferred the intervention to conventional physiotherapy.
Conclusion: Most children preferred the IVG but as the effect did not carry over into function, IVG should not be used in place of conventional therapy and further research is needed into its use as an adjunct to therapy.
Click here for more information
Labels:
cerebral palsy,
children,
exergaming,
hemiplegia,
hemiplegic,
wii,
wii fit
Monday, 22 October 2012
A Wii virtual activity severe thumb metacarpal injury.
BMJ Case Rep. 2012 Oct 10;2012
Galanopoulos I, Garlapati AK, Ashwood N, Kitsis C.
Department of Trauma and Orthopaedics, Queen's Hospital, Burton-on-Trent, UK.
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Abstract
In this paper we present a case of a severe thumb bone injury sustained during simulated sporting activity using a Wii games console. Although several types of injury related to this form of physical activity have been encountered during the last few years with increasing frequency, this particular basal thumb fracture has not been reported in the literature yet. This was a complex Rolando type of fracture similar to those obtained doing the actual activity mimicked by the game. Ensuring a safe environment and adequate preparation before undertaking sport is key to prevent injury and the same principles are needed when undertaking virtual sport.
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Galanopoulos I, Garlapati AK, Ashwood N, Kitsis C.
Department of Trauma and Orthopaedics, Queen's Hospital, Burton-on-Trent, UK.
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Abstract
In this paper we present a case of a severe thumb bone injury sustained during simulated sporting activity using a Wii games console. Although several types of injury related to this form of physical activity have been encountered during the last few years with increasing frequency, this particular basal thumb fracture has not been reported in the literature yet. This was a complex Rolando type of fracture similar to those obtained doing the actual activity mimicked by the game. Ensuring a safe environment and adequate preparation before undertaking sport is key to prevent injury and the same principles are needed when undertaking virtual sport.
Click here for more information
Labels:
injury,
physical activity,
wii,
wii controller
Wednesday, 19 September 2012
Energy expended playing Xbox Kinect™ and Wii™ games: a preliminary study comparing single and multiplayer modes.
Physiotherapy. 2012 Sep;98(3):224-9. Epub 2012 Jul 25.
O'Donovan C, Hirsch E, Holohan E, McBride I, McManus R, Hussey J.
Discipline of Physiotherapy, School of Medicine, Trinity College Dublin, Dublin, Ireland.
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O'Donovan C, Hirsch E, Holohan E, McBride I, McManus R, Hussey J.
Discipline of Physiotherapy, School of Medicine, Trinity College Dublin, Dublin, Ireland.
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Abstract
OBJECTIVES: It has been reported that a higher galvanic skin response is seen when playing video games against another human player than when playing alone, which suggests increased effort. The objectives of this study were to compare energy expenditure when playing two popular active video game consoles, and to compare energy expenditure when playing in single and multiplayer modes.
DESIGN: Crossover trial with randomised playing order.
PARTICIPANTS: Fourteen healthy adults with a mean age of 21 [standard deviation (SD) 3] years.
METHODS AND INTERVENTIONS: Energy expenditure was measured using an indirect calorimeter at rest, during 10minutes of play on Xbox Kinect™ Reflex Ridge in both single and multiplayer modes, and during 10minutes of play on Wii™ Sports Boxing in both single and multiplayer modes.
MAIN OUTCOME MEASURES: Metabolic equivalents (METs), heart rate, oxygen consumption and kilocalories expended.
RESULTS: The energy expenditure during all gaming conditions was of a light intensity. Playing on the Xbox Kinect elicited greater energy expenditure than playing on the Wii [mean difference=0.9 METs, 95% confidence interval (CI) 0.2 to 1.5]. Playing games in multiplayer mode led to greater energy expenditure (mean difference=0.5 METs, 95% CI 0.1 to 0.9) and heart rate (mean difference=7.9 beats/minute, 95% CI 2.0 to 13.8) than playing in single player mode.
CONCLUSIONS: No gaming condition required moderate-intensity activity in this group of young healthy adults. Potential explanations for the difference in energy expenditure seen between consoles and modes are discussed.
Click here for more information
Copyright © 2012 Chartered Society of Physiotherapy. Published by Elsevier Ltd. All rights reserved.
OBJECTIVES: It has been reported that a higher galvanic skin response is seen when playing video games against another human player than when playing alone, which suggests increased effort. The objectives of this study were to compare energy expenditure when playing two popular active video game consoles, and to compare energy expenditure when playing in single and multiplayer modes.
DESIGN: Crossover trial with randomised playing order.
PARTICIPANTS: Fourteen healthy adults with a mean age of 21 [standard deviation (SD) 3] years.
METHODS AND INTERVENTIONS: Energy expenditure was measured using an indirect calorimeter at rest, during 10minutes of play on Xbox Kinect™ Reflex Ridge in both single and multiplayer modes, and during 10minutes of play on Wii™ Sports Boxing in both single and multiplayer modes.
MAIN OUTCOME MEASURES: Metabolic equivalents (METs), heart rate, oxygen consumption and kilocalories expended.
RESULTS: The energy expenditure during all gaming conditions was of a light intensity. Playing on the Xbox Kinect elicited greater energy expenditure than playing on the Wii [mean difference=0.9 METs, 95% confidence interval (CI) 0.2 to 1.5]. Playing games in multiplayer mode led to greater energy expenditure (mean difference=0.5 METs, 95% CI 0.1 to 0.9) and heart rate (mean difference=7.9 beats/minute, 95% CI 2.0 to 13.8) than playing in single player mode.
CONCLUSIONS: No gaming condition required moderate-intensity activity in this group of young healthy adults. Potential explanations for the difference in energy expenditure seen between consoles and modes are discussed.
Click here for more information
Copyright © 2012 Chartered Society of Physiotherapy. Published by Elsevier Ltd. All rights reserved.
Labels:
energy expenditure,
kinect,
METS,
wii,
wii sports
Tuesday, 18 September 2012
Potential of the Nintendo Wii™ as a rehabilitation tool for children with cerebral palsy in a developing country: a pilot study.
Physiotherapy. 2012 Sep;98(3):238-42. Epub 2012 Jul 23.
Gordon C, Roopchand-Martin S, Gregg A.
Source:Section of Physical Therapy, University of the West Indies, Kingston, Jamaica.
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Abstract
OBJECTIVES:
To explore the possibility of using the Nintendo Wii™ as a rehabilitation tool for children with cerebral palsy (CP) in a developing country, and determine whether there is potential for an impact on their gross motor function.
DESIGN:
Pilot study with a pre-post-test design.
SETTING:
Sir John Golding Rehabilitation Center, Jamaica, West Indies.
PARTICIPANTS:
Seven children, aged 6 to 12years, with dyskinetic CP were recruited for the study. One child dropped out at week 4.
INTERVENTION:
Training with the Nintendo Wii was conducted twice weekly for 6weeks. The games used were Wii Sports Boxing, Baseball and Tennis.
MAIN OUTCOME MEASURES:
Percentage attendance over the 6-week period, percentage of sessions for which the full duration of training was completed, and changes in gross motor function using the Gross Motor Function Measure (GMFM).
RESULTS:
All six participants who completed the study had 100% attendance, and all were able to complete the full 45minutes of training at every session. Those who were wheelchair bound participated in two games, whilst those who were ambulant played three games. The mean GMFM score increased from 62.83 [standard deviation (SD) 24.86] to 70.17 (SD 23.67).
CONCLUSION:
The Nintendo Wii has the potential for use as a rehabilitation tool in the management of children with CP. Clinical trials should be conducted in this area to determine whether this could be an effective tool for improving gross motor function.
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Copyright © 2012 Chartered Society of Physiotherapy. Published by Elsevier Ltd. All rights reserved.
Gordon C, Roopchand-Martin S, Gregg A.
Source:Section of Physical Therapy, University of the West Indies, Kingston, Jamaica.
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Abstract
OBJECTIVES:
To explore the possibility of using the Nintendo Wii™ as a rehabilitation tool for children with cerebral palsy (CP) in a developing country, and determine whether there is potential for an impact on their gross motor function.
DESIGN:
Pilot study with a pre-post-test design.
SETTING:
Sir John Golding Rehabilitation Center, Jamaica, West Indies.
PARTICIPANTS:
Seven children, aged 6 to 12years, with dyskinetic CP were recruited for the study. One child dropped out at week 4.
INTERVENTION:
Training with the Nintendo Wii was conducted twice weekly for 6weeks. The games used were Wii Sports Boxing, Baseball and Tennis.
MAIN OUTCOME MEASURES:
Percentage attendance over the 6-week period, percentage of sessions for which the full duration of training was completed, and changes in gross motor function using the Gross Motor Function Measure (GMFM).
RESULTS:
All six participants who completed the study had 100% attendance, and all were able to complete the full 45minutes of training at every session. Those who were wheelchair bound participated in two games, whilst those who were ambulant played three games. The mean GMFM score increased from 62.83 [standard deviation (SD) 24.86] to 70.17 (SD 23.67).
CONCLUSION:
The Nintendo Wii has the potential for use as a rehabilitation tool in the management of children with CP. Clinical trials should be conducted in this area to determine whether this could be an effective tool for improving gross motor function.
Click for more information
Copyright © 2012 Chartered Society of Physiotherapy. Published by Elsevier Ltd. All rights reserved.
Labels:
cerebral palsy,
children,
function,
rehab,
wii,
wii sports
Saturday, 4 August 2012
Can exergames increase physical activity?
Posted by John Ferrara on June 7, 2012
Earlier this year, a study published in the journal Pediatrics found that five games that are marketed with the promise of increasing players' physical fitness produced no actual difference in activity. 78 kids between 9 and 12 were given Wii consoles, and then one group was given a couple of exergames while a control group was given "inactive" games like Madden and Mario Kart. The kids wore devices to measure their physical activity, and they kept logs of when they played.
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To be certain, the study was performed by a very accomplished group of researchers. The lead author, Tom Baranowski of Baylor College, is one of the most widely published researchers of health games. And this was a very well-designed study, printed in the foremost journal on children's health. Nevertheless, the study should not be read to mean that games can't affect physical activity and can't have a positive impact on public health. That's because it didn't account for the most influential factor in a health game's impact -- its design.
More info
Earlier this year, a study published in the journal Pediatrics found that five games that are marketed with the promise of increasing players' physical fitness produced no actual difference in activity. 78 kids between 9 and 12 were given Wii consoles, and then one group was given a couple of exergames while a control group was given "inactive" games like Madden and Mario Kart. The kids wore devices to measure their physical activity, and they kept logs of when they played.
+/- Click for more/less
To be certain, the study was performed by a very accomplished group of researchers. The lead author, Tom Baranowski of Baylor College, is one of the most widely published researchers of health games. And this was a very well-designed study, printed in the foremost journal on children's health. Nevertheless, the study should not be read to mean that games can't affect physical activity and can't have a positive impact on public health. That's because it didn't account for the most influential factor in a health game's impact -- its design.
More info
Labels:
children,
health,
physical activity,
wii
Thursday, 2 August 2012
The heart rate response to nintendo wii boxing in young adults.
Cardiopulmonary Physical Therapy Journal 2012 Jun;23(2):13-29.
Department of Physical Therapy, A.T. Still University, Mesa, Arizona
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Abstract
PURPOSE: To determine if 30 minutes of Nintendo Wii Sports boxing provides cardiorespiratory benefits and contributes to the daily exercise recommendations for healthy young adults.
METHODS: Twenty healthy 23- to 27-year-olds participated in two sessions to measure maximum heart rate (HR(max)) via a treadmill test and heart rate (HR) response to 30 minutes of Wii Sports boxing. Heart rate in beats per minute (bpm) was measured continuously, and exercise intensity during each minute of play was stratified as a percentage of HR(max). Mixed designs analysis of variance (ANOVA) and Pearson product moment correlations were used to analyze the data.
RESULTS: Mean (SD) HR response to boxing was 143 (15) bpm or 77.5% (10.0%) of HR(max). The mean HR response for experienced participants was significantly lower than inexperienced participants, P = .007. The ANOVA revealed a significant interaction between experience and time spent at various intensities, P = .009. Experienced participants spent more time in light to vigorous intensities, inexperienced participants in moderate to very hard intensities. Fitness was not correlated with mean HR response to boxing, P = .49.
CONCLUSION: Thirty minutes of Nintendo Wii Sports boxing provides a moderate to vigorous aerobic response in healthy young adults and can contribute to daily recommendations for physical activity.
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Labels:
cardiovascular,
heart rate,
physical activity,
wii,
wii sports
Monday, 23 July 2012
A game-console to improve balance in Parkinson Disease: preliminary results using the Nintendo Wii
Italian Journal of Physiotherapy 2012 June;2(2):45-9
Pelosin E., Avanzino L., Trompetto C., Marinelli L., Marchese R., Abbruzzese G.
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Pelosin E., Avanzino L., Trompetto C., Marinelli L., Marchese R., Abbruzzese G.
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Abstract:
AIM: Balance impairment is a common problem in idiopathic Parkinson’s disease (PD) often responsible for increased risk of falls, mobility restriction and loss of independence. Conventional exercises are often repetitive and may induce patients to lose their interest and to interrupt physical therapy at home. This study was aimed at evaluating theeffect of 5 days training with a low-cost, commercially available playing system, the Nintendo Wii® (NW), in improving balance in PD.
METHODS: Ten patients with PD and ten aged-match normal subjects (NS) were recruited and performed 30 minutes exercises playing with NW every day for one week. Subjects were evaluated by means of static posturography and Berg Balance Scale (BBS) before and after training.
RESULTS: The 5-day training, based on video-game system, induced a significant decrease in all the posturographic parameters in both groups improving postural stability of PD to a level comparable to baseline condition in NS. BBS score improved after training in PD patients.
CONCLUSION: These preliminary results suggest that a video game-based approach can exert a positive effect improving postural stability in PD patients. Because the NW device promotes better compliance, has wide applicability and is enjoyable to use, this treatment concept holds promise for PD rehabilitation
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AIM: Balance impairment is a common problem in idiopathic Parkinson’s disease (PD) often responsible for increased risk of falls, mobility restriction and loss of independence. Conventional exercises are often repetitive and may induce patients to lose their interest and to interrupt physical therapy at home. This study was aimed at evaluating theeffect of 5 days training with a low-cost, commercially available playing system, the Nintendo Wii® (NW), in improving balance in PD.
METHODS: Ten patients with PD and ten aged-match normal subjects (NS) were recruited and performed 30 minutes exercises playing with NW every day for one week. Subjects were evaluated by means of static posturography and Berg Balance Scale (BBS) before and after training.
RESULTS: The 5-day training, based on video-game system, induced a significant decrease in all the posturographic parameters in both groups improving postural stability of PD to a level comparable to baseline condition in NS. BBS score improved after training in PD patients.
CONCLUSION: These preliminary results suggest that a video game-based approach can exert a positive effect improving postural stability in PD patients. Because the NW device promotes better compliance, has wide applicability and is enjoyable to use, this treatment concept holds promise for PD rehabilitation
Click here for more information
Labels:
balance,
balance board,
parkinsons disease,
rehab,
wii
Thursday, 5 July 2012
WiiFit™ Plus balance test scores for the assessment of balance and mobility in older adults
Gait and Posture
Rebecca J. Reed-Jones, Sandor Dorgo , Maija K. Hitchings , Julia O. Bader
Rebecca J. Reed-Jones, Sandor Dorgo , Maija K. Hitchings , Julia O. Bader
Highlights
► WiiFit™ balance tests do not correlate with standardized functional balance, mobility and fitness tests. ► Wii balance score does correlate with visual processing speed as measured by Useful Field of View. ► WiiFit™ may provide advantageous information supplementary to standard functional mobility and balance tests. ► Caution should be used when using the WiiFit™ balance tests in isolation to test balance ability.
Abstract
The Nintendo Wii™ is becoming an increasingly popular technology for the training and assessment of balance in older adults. Recent studies have shown promising results for its use in fall prevention. However, it is not clear how scores on the WiiFit™ balance games relate to current standardized tests of balance and mobility. The purpose of this study was to evaluate the relationship between WiiFit™ Plus balance tests, and standardized tests of older adult fitness, balance, mobility, self-reported balance confidence, and visual attention and processing. Results from 34 older adult participants indicate that WiiFit™ balance tests do not correlate well with standardized functional balance, mobility and fitness tests. However, the Wii balance score, as measured by the Basic Balance Test of the WiiFit™, does correlate with visual processing speed as measured by the Useful Field of View (UFOV®) test. These results indicate that WiiFit™ balance tests may provide advantageous information supplementary to information obtained through standard functional mobility and balance tests; however, caution should be used when using the WiiFit™ balance tests in isolation. Further research is necessary as these technologies become widely used in clinical and home settings for balance training and assessment.
Labels:
balance,
balance board,
wii,
wii fit
Sunday, 17 June 2012
Impact of an Active Video Game on Healthy Children's Physical Activity
Tom Baranowski, Dina Abdelsamad, Janice Baranowski, Teresia Margareta O'Connor, Debbe Thompson, Anthony Barnett, Ester Cerin and Tzu-An Chen
Pediatrics;
Originally published online February 27, 2012;
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Abstract
OBJECTIVE: This naturalistic study tests whether children receiving a new (to them) active video game spontaneously engage in more physical activity than those receiving an inactive video game, and whether
the effect would be greater among children in unsafe neighbourhoods, who might not be allowed to play outside.
METHODS: Participants were children 9 to 12 years of age, with a BMI .50th percentile, but ,99th percentile; none of these children a medical condition that would preclude physical activity or playing video
games. A randomized clinical trial assigned children to receiving 2 active or 2 inactive video games, the peripherals necessary to run the games, and a Wii console. Physical activity was monitored by using accelerometers for 5 weeks over the course of a 13-week experiment. Neighbourhood safety was assessed with a 12 item validated questionnaire.
RESULTS: There was no evidence that children receiving the active video games were more active in general, or at any time, than children receiving the inactive video games. The outcomes were not moderated
by parent perceived neighborhood safety, child BMI z score, or other demographic characteristics.
CONCLUSIONS: These results provide no reason to believe that simply acquiring an active video game under naturalistic circumstances provides a public health benefit to children.
Click here for more information
Pediatrics;
Originally published online February 27, 2012;
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Abstract
OBJECTIVE: This naturalistic study tests whether children receiving a new (to them) active video game spontaneously engage in more physical activity than those receiving an inactive video game, and whether
the effect would be greater among children in unsafe neighbourhoods, who might not be allowed to play outside.
METHODS: Participants were children 9 to 12 years of age, with a BMI .50th percentile, but ,99th percentile; none of these children a medical condition that would preclude physical activity or playing video
games. A randomized clinical trial assigned children to receiving 2 active or 2 inactive video games, the peripherals necessary to run the games, and a Wii console. Physical activity was monitored by using accelerometers for 5 weeks over the course of a 13-week experiment. Neighbourhood safety was assessed with a 12 item validated questionnaire.
RESULTS: There was no evidence that children receiving the active video games were more active in general, or at any time, than children receiving the inactive video games. The outcomes were not moderated
by parent perceived neighborhood safety, child BMI z score, or other demographic characteristics.
CONCLUSIONS: These results provide no reason to believe that simply acquiring an active video game under naturalistic circumstances provides a public health benefit to children.
Click here for more information
Labels:
BMI,
children,
exercise,
paediatrics,
physical activity,
wii
Saturday, 17 March 2012
Activity-promoting gaming systems in exercise and rehabilitation
Matthew J. D. Taylor, PhD; Darren McCormick, BSc; Teshk Shawis, MBChB, FRCP; Rebecca Impson,
MSc; Murray Griffin, PhD
Journal of Rehabilitation Research & Development
Volume 48, Number 10, 2011 Pages 1171–1186
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Abstract—
Commercial activity-promoting gaming systems provide a potentially attractive means to facilitate exercise and rehabilitation. The Nintendo Wii, Sony EyeToy, Dance Dance Revolution, and Xbox Kinect are examples of gaming systems that use the movement of the player to control gameplay. Activity-promoting gaming systems can be used as a tool to increase activity levels in otherwise sedentary gamers and also be an effective tool to aid rehabilitation in clinical settings. Therefore, the aim of this current work is to review the growing area of activity-promoting gaming in the context of exercise, injury, and rehabilitation.
Key words: activity-promoting, Dance Dance Revolution,
exercise, falls, games, gaming systems, injury, Nintendo Wii,
rehabilitation, Sony EyeToy, Xbox Kinect.
Click here for more
MSc; Murray Griffin, PhD
Journal of Rehabilitation Research & Development
Volume 48, Number 10, 2011 Pages 1171–1186
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Abstract—
Commercial activity-promoting gaming systems provide a potentially attractive means to facilitate exercise and rehabilitation. The Nintendo Wii, Sony EyeToy, Dance Dance Revolution, and Xbox Kinect are examples of gaming systems that use the movement of the player to control gameplay. Activity-promoting gaming systems can be used as a tool to increase activity levels in otherwise sedentary gamers and also be an effective tool to aid rehabilitation in clinical settings. Therefore, the aim of this current work is to review the growing area of activity-promoting gaming in the context of exercise, injury, and rehabilitation.
Key words: activity-promoting, Dance Dance Revolution,
exercise, falls, games, gaming systems, injury, Nintendo Wii,
rehabilitation, Sony EyeToy, Xbox Kinect.
Click here for more
Tuesday, 28 February 2012
Home-based balance training programme using Wii Fit with balance board for Parkinsons’s disease: A pilot study
Journal of Rehabilation Medicine 2012 Feb;44(2):144-50.
Esculier JF, Vaudrin J, Bériault P, Gagnon K, Tremblay LE.
Faculty of Health Sciences, School of Rehabilitation, University of Ottawa, Québec, Canada.
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Esculier JF, Vaudrin J, Bériault P, Gagnon K, Tremblay LE.
Faculty of Health Sciences, School of Rehabilitation, University of Ottawa, Québec, Canada.
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Abstract
Objectives: To evaluate the effects of a home-based balance training programme using visual feedback (Nintendo Wii Fit game with balance board) on balance and functional abilities in subjects with Parkinson’s disease, and to compare the effects with a group of paired healthy subjects.
Subjects: Ten subjects with moderate Parkinson’s disease and 8 healthy elderly subjects.
Methods: Subjects participated in a 6-week home-based balance training programme using Nintendo Wii Fit and balance board. Baseline measures were taken before training for the Sit-to-Stand test (STST), Timed-Up-and-Go (TUG), Tinetti Performance Oriented Mobility Assessment (POMA), 10-m walk test, Community Balance and Mobility assessment (CBM), Activities-specific Balance and Confidence scale (ABC), unipodal stance duration, and a force platform. All measurements were taken again after 3 and 6 weeks of training.
Results: The Parkinson’s disease group significantly improved their results in TUG, STST, unipodal stance, 10-m walk test, CBM, POMA and force platform at the end of the 6-week training programme. The healthy subjects group significantly improved in TUG, STST, unipodal stance and CBM.
Conclusion: This pilot study suggests that a home-based balance programme using Wii Fit with balance board could improve static and dynamic balance, mobility and functional abilities of people affected by Parkinson’s disease.
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Objectives: To evaluate the effects of a home-based balance training programme using visual feedback (Nintendo Wii Fit game with balance board) on balance and functional abilities in subjects with Parkinson’s disease, and to compare the effects with a group of paired healthy subjects.
Subjects: Ten subjects with moderate Parkinson’s disease and 8 healthy elderly subjects.
Methods: Subjects participated in a 6-week home-based balance training programme using Nintendo Wii Fit and balance board. Baseline measures were taken before training for the Sit-to-Stand test (STST), Timed-Up-and-Go (TUG), Tinetti Performance Oriented Mobility Assessment (POMA), 10-m walk test, Community Balance and Mobility assessment (CBM), Activities-specific Balance and Confidence scale (ABC), unipodal stance duration, and a force platform. All measurements were taken again after 3 and 6 weeks of training.
Results: The Parkinson’s disease group significantly improved their results in TUG, STST, unipodal stance, 10-m walk test, CBM, POMA and force platform at the end of the 6-week training programme. The healthy subjects group significantly improved in TUG, STST, unipodal stance and CBM.
Conclusion: This pilot study suggests that a home-based balance programme using Wii Fit with balance board could improve static and dynamic balance, mobility and functional abilities of people affected by Parkinson’s disease.
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Labels:
balance,
mobility,
parkinsons disease,
physical activity,
rehab,
wii,
wii fit
Sunday, 26 February 2012
Using the Nintendo Wii as an Intervention in a Falls Prevention Group
Journal of American Geriatrics Society. 2012 Feb;60(2):385-7
Griffin M, Shawis T, Impson R, McCormick D, Taylor MJ.
Department of Biological Sciences, University of Essex.
No abstract is available for this article.
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Griffin M, Shawis T, Impson R, McCormick D, Taylor MJ.
Department of Biological Sciences, University of Essex.
No abstract is available for this article.
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Saturday, 25 February 2012
The Use of Nintendo Wii with Long-Term Care Residents
Journal of the American Geriatrics Society
Volume 59, Issue 12, pages 2393–2395, December 2011
Kirsten Brandt AB, Miguel A. Paniagua MD, FACP
No abstract available
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Volume 59, Issue 12, pages 2393–2395, December 2011
Kirsten Brandt AB, Miguel A. Paniagua MD, FACP
No abstract available
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Stroke patients' experiences with Wii Sports® during inpatient rehabilitation
Scandinavian Journal of Occupational Therapy
Posted online on February 20, 2012
Authors: Dora Celinder & Hanne Peoples
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Abstract
Posted online on February 20, 2012
Authors: Dora Celinder & Hanne Peoples
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Abstract
Introduction: Commercial virtual reality games have been used as adjunct therapy for stroke rehabilitation, mainly after patients have been discharged. The aim of this study was to explore stroke patients' experiences with Wii Sports® as a supplement to conventional occupational therapy in a controlled hospital setting.
Materials and methods: The study had a qualitative triangulation design that included semi-structured interviews and field notes. Nine Danish stroke patients participated, receiving between one and nine interventions with Wii Sports® during a three-week period. Responses were coded by qualitative content analysis.
Results: Analysis revealed one overarching category, “Connecting to past, present, and future occupations”, and three categories that encompassed patients' experiences with Wii: (i) variety, (ii) engagement, and (iii) obstacles and challenges. Interview findings were confirmed by field notes that included observations of engagement and challenges.
Discussion: Stroke patients in hospital settings may experience Wii Sports® as a beneficial and challenging occupation for both rehabilitation and leisure. Incorporation of Wii Sports® into conventional occupational therapy services may benefit patient rehabilitation directly or provide motivation for alternative leisure activities.
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Labels:
motivation,
occupational therapy,
rehab,
stroke,
wii,
wii sports
Thursday, 2 February 2012
Video Games in Health Care: Closing the Gap
Review of General Psychology
2010, Vol. 14, No. 2, 113–121
2010, Vol. 14, No. 2, 113–121
Pamela M. Kato
University Medical Center Utrech
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Abstract
Although a great deal of media attention has been given to the negative effects of playing video games,
relatively less attention has been paid to the positive effects of engaging in this activity. Video games in
health care provide ample examples of innovative ways to use existing commercial games for health
improvement or surgical training. Tailor-made games help patients be more adherent to treatment
regimens and train doctors how to manage patients in different clinical situations. In this review,
examples in the scientific literature of commercially available and tailor-made games used for education
and training with patients and medical students and doctors are summarized. There is a history of using
video games with patients from the early days of gaming in the 1980s, and this has evolved into a focus
on making tailor-made games for different disease groups, which have been evaluated in scientific trials
more recently. Commercial video games have been of interest regarding their impact on surgical skill.
More recently, some basic computer games have been developed and evaluated that train doctors in
clinical skills. The studies presented in this article represent a body of work outlining positive effects of
playing video games in the area of health care.
University Medical Center Utrech
+/- Click for more/less
Abstract
Although a great deal of media attention has been given to the negative effects of playing video games,
relatively less attention has been paid to the positive effects of engaging in this activity. Video games in
health care provide ample examples of innovative ways to use existing commercial games for health
improvement or surgical training. Tailor-made games help patients be more adherent to treatment
regimens and train doctors how to manage patients in different clinical situations. In this review,
examples in the scientific literature of commercially available and tailor-made games used for education
and training with patients and medical students and doctors are summarized. There is a history of using
video games with patients from the early days of gaming in the 1980s, and this has evolved into a focus
on making tailor-made games for different disease groups, which have been evaluated in scientific trials
more recently. Commercial video games have been of interest regarding their impact on surgical skill.
More recently, some basic computer games have been developed and evaluated that train doctors in
clinical skills. The studies presented in this article represent a body of work outlining positive effects of
playing video games in the area of health care.
Labels:
health,
video-games,
wii
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Abstract
Improvement of sensory strategies is a relevant part of balance rehabilitation in multiple sclerosis (MS). This study aimed to Assess the effectiveness of visual-feedback exercises in improving balance in MS. We divided 36 patients into Wii and control-treated groups that underwent balance rehabilitation. Outcomes were obtained for Berg Balance Scale (BBS), Modified Fatigue Impact Scale, and sway area under conditions of opened and closed eyes. BBS showed a statistically significant improvement (from 49.6 to 54.6 points, p < 0.05) in the Wii group. Interactive visual-feedback exercises such as Wii could be more effective than the current standard protocol in improving balance disorders in MS.
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