Thursday 30 September 2010

EXercising with Computers in Later Life (EXCELL) - pilot and feasibility study of the acceptability of the Nintendo® WiiFit in community fallers

BMC Research Notes 2010, 3:238

Marie A Williams , Roy L Soiza , Alison McE Jenkinson and Alison Stewart

Published: 13 September 2010

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Abstract

Background
Falls management programmes have been instituted to attempt to reduce falls. This pilot study was undertaken to determine whether the Nintendo® WiiFit was a feasible and acceptable intervention in community-dwelling older fallers.

Findings
Community-dwelling fallers over 70 years were recruited and attended for computer-based exercises (n = 15) or standard care (n = 6). Balance and fear of falling were assessed at weeks 0, 4 and 12. Participants were interviewed on completion of the study to determine whether the intervention was acceptable.

Eighty percent of participants attended 75% or more of the exercise sessions. An improvement in Berg Score was seen at four weeks (p = 0.02) and in Wii Age at 12 weeks (p = 0.03) in the intervention group. There was no improvement in balance scores in the standard care group.

Conclusion
WiiFit exercise is acceptable in self-referred older people with a history of falls. The WiiFit has the potential to improve balance but further work is required.

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Monday 27 September 2010

Exergaming Evidence Base

Wiki webpage of exergaming research.

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Friday 24 September 2010

Exploring children's movement characteristics during virtual reality video game play.

Hum Mov Sci. 2010 Aug 17.

Levac D, Pierrynowski MR, Canestraro M, Gurr L, Leonard L, Neeley C.

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Abstract
There is increasing interest in the use of commercially-available virtual reality video gaming systems within pediatric rehabilitation, yet little is known about the movement characteristics of game play. This study describes quantity and quality of movement during Nintendo Wii and Wii Fit game play, explores differences in these movement characteristics between games and between novice and experienced players, and investigates whether motivation to succeed at the game impacts movement characteristics. Thirty-eight children (aged 7-12) with and without previous game experience played Wii (boxing and tennis) and Wii Fit (ski slalom and soccer heading) games. Force plate data provided center of pressure displacement (quantity) and processed pelvis motion indicated smoothness of pelvic movement (quality). Children rated their motivation to succeed at each game. Movement quantity and quality differed between games (p<.001). Children with previous experience playing Wii Fit games demonstrated greater movement quantity during Wii Fit game play (p<.001); quality of movement did not differ between groups. Motivation to succeed did not influence the relationship between experience and outcomes. Findings enhance clinical understanding of this technology and inform the development of research questions to explore its potential to improve movement skills in children with motor impairments. Link to Pubmed

A "Wii" bit of fun: The effects of adding Nintendo Wii Bowling to a standard exercise regimen for residents of long term care.

Physiother Theory Pract. 2010 Aug 10.

Hsu JK, Thibodeau R, Wong SJ, Zukiwsky D, Cecile S, Walton DM.

Physiotherapist, Merivale Professional Physiotherapy Centre, Ottawa, Ontario, Canada.

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Abstract
The aims of this randomized, single-blind crossover trial were to investigate the effect of adding a simulated bowling video game via the Nintendo Wii((R)) gaming system to the standard exercise regimen of cognitively intact residents of long-term care (LTC) with upper extremity dysfunction and to identify individual characteristics that might predict improvement. Residents (n=34) were recruited through two LTC facilities in southwestern Ontario and were randomized into a standard exercise (SG) or standard exercise plus Wii bowling (Wii) arm. After 4 weeks of intervention, the groups were crossed over to the opposite arm. Outcomes included measures of pain intensity and bothersomeness, physical activity enjoyment, and a six-item measure of functional capacity designed specifically for residents of LTC. Results suggest that subjects improved on all outcomes from pre- to postintervention but that only enjoyment of activity showed a significant difference between the SG and Wii groups. Effect sizes (Cohen's d) ranged from small (0.30 for bothersomeness) to large (1.77 for functional capacity). Responders, defined as those subjects who reported any degree of improvement following the Wii intervention, were less likely to complain of stiffness or shoulder symptoms and were more likely to complain of hand symptoms than non-responders. Limitations in interpretation and recommendations for future research are presented.

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Energy expended by boys playing active video games.

J Sci Med Sport. 2010 Aug 30.

White K, Schofield G, Kilding AE.

Centre for Physical Activity and Nutrition Research, AUT University, Auckland, New Zealand.

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Abstract
The purpose of this study was to: (1) determine energy expenditure (EE) during a range of active video games (AVGs) and (2) determine whether EE during AVGs is influenced by gaming experience or fitness. Twenty-six boys (11.4+/-0.8 years) participated and performed a range of sedentary activities (resting, watching television and sedentary gaming), playing AVGs (Nintendo((R)) Wii Bowling, Boxing, Tennis, and Wii Fit Skiing and Step), walking and running including a maximal fitness test. During all activities, oxygen uptake, heart rate and EE were determined. The AVGs resulted in a significantly higher EE compared to rest (63-190%, p/=0.001) and sedentary screen-time activities (56-184%, p/=0.001). No significant differences in EE were found between the most active video games and walking. There was no evidence to suggest that gaming experience or aerobic fitness influenced EE when playing AVGs. In conclusion, boys expended more energy during active gaming compared to sedentary activities. Whilst EE during AVG is game-specific, AVGs are not intense enough to contribute towards the 60min of daily moderate-to-vigorous physical activity that is currently recommended for children.

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EXercising with Computers in Later Life (EXCELL) - pilot and feasibility study of the acceptability of the Nintendo WiiFit in community.

BMC Res Notes. 2010 Sep 13;3(1):238.

Williams MA, Soiza RL, Jenkinson AM, Stewart A.

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ABSTRACT:


BACKGROUND: Falls management programmes have been instituted to attempt to reduce falls. This pilot study was undertaken to determine whether the Nintendo(R)WiiFit was a feasible and acceptable intervention in community-dwelling older fallers.

FINDINGS: Community-dwelling fallers over 70 years were recruited and attended for computer-based exercises (n=15) or standard care (n=6). Balance and fear of falling were assessed at weeks 0, 4 and 12. Participants were interviewed on completion of the study to determine whether the intervention was acceptable. Eighty percent of participants attended 75% or more of the exercise sessions. An improvement in Berg Score was seen at four weeks (p = 0.02) and in Wii Age at 12 weeks (p = 0.03) in the intervention group. There was no improvement in balance scores in the standard care group.

CONCLUSION: WiiFit exercise is acceptable in self-referred older people with a history of falls. The WiiFit has the potential to improve balance but further work is required. Trial Registration ClinicalTrials.gov - NCT01082042.

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