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https://www.readbyqxmd.com/read/27904518/testing-the-feasibility-and-safety-of-the-nintendo-wii-gaming-console-in-orthopedic-rehabilitation-a-pilot-randomized-controlled-study
#1
Andreas Ficklscherer, Jonas Stapf, Kay Michael Meissner, Thomas Niethammer, Matthias Lahner, Markus Wagenhäuser, Peter E Müller, Matthias F Pietschmann
INTRODUCTION: The Nintendo Wii game console is already used as an additional training device for e.g. neurological wards. Still there are limited data available regarding orthopedic rehabilitation. The authors' objective was to examine whether the Nintendo Wii is an appropriate and safe tool in rehabilitation after orthopedic knee surgery. MATERIAL AND METHODS: A prospective, randomized, controlled study comparing standard physiotherapy vs. standard physiotherapy plus game console training (Wii group) in patients having anterior cruciate ligament (ACL) repair or knee arthroplasty was conducted...
December 1, 2016: Archives of Medical Science: AMS
https://www.readbyqxmd.com/read/27882910/does-nintendo-wii-balance-board-improve-standing-balance-a-randomised-controlled-trial-in-children-with-cerebral-palsy
#2
Valeska Gatica-Rojas, Guillermo Méndez-Rebolledo, Eduardo Guzman-Muñoz, Alex Soto-Poblete, Ricardo Cartes-Velásquez, Edith Elgueta-Cancino, Eduardo Cofré Lizama
BACKGROUND: Evidence on the effect of systemic exercise programs to improve the standing balance with the Nintendo Wii system is very limited and its post- treatment effectiveness is unknown in cerebral palsy (CP) patients. AIM: Primary aim was to compare the effect of Nintendo Wii balance board (Wii- therapy) and standard physiotherapy (SPT), on the performance of standing balance in children and adolescents with CP. Secondary aim was to determine the post-treatment effectiveness of Wii-therapy and SPT...
November 24, 2016: European Journal of Physical and Rehabilitation Medicine
https://www.readbyqxmd.com/read/27877067/similar-long-term-survival-of-consecutive-in-hospital-and-out-of-hospital-cardiac-arrest-patients-treated-with-targeted-temperature-management
#3
Magaly Engsig, Helle Søholm, Fredrik Folke, Peter J Gadegaard, Julie Therese Wiis, Rune Molin, Thomas Mohr, Frederik N Engsig
OBJECTIVE: The long-term survival of in-hospital cardiac arrest (IHCA) patients treated with targeted temperature management (TTM) is poorly described. The aim of this study was to compare the outcomes of consecutive IHCA with out-of-hospital cardiac arrest (OHCA) patients treated with TTM. DESIGN SETTING AND PATIENTS: Retrospectively collected data on all consecutive adult patients treated with TTM at a university tertiary heart center between 2005 and 2011 were analyzed...
2016: Clinical Epidemiology
https://www.readbyqxmd.com/read/27855310/between-leg-differences-in-challenging-single-limb-balance-performance-one-year-following-anterior-cruciate-ligament-reconstruction
#4
Anna L Hatton, Kay M Crossley, Ross A Clark, Timothy S Whitehead, Hayden G Morris, Adam G Culvenor
Following anterior cruciate ligament (ACL) rupture, reconstructive surgery (ALCR) is often performed to mechanically stabilise the knee, however functional deficits often persist long after surgery. Impaired single-limb standing balance has been observed in the ACLR limb compared to healthy individuals. However, it remains inconclusive as to whether these same balance deficits exist between the injured and contralateral uninjured limbs, during challenging balance tasks, and at a time when patients are permitted to return to sport...
November 11, 2016: Gait & Posture
https://www.readbyqxmd.com/read/27846366/wii-based-interactive-video-games-as-a-supplement-to-conventional-therapy-for-rehabilitation-of-children-with-cerebral-palsy-a-pilot-randomized-controlled-trial
#5
Jane Elizabeth Sajan, Judy Ann John, Pearlin Grace, Sneha Sara Sabu, George Tharion
OBJECTIVE: To assess the effect of interactive video gaming (IVG) with Nintendo Wii (Wii) supplemented to conventional therapy in rehabilitation of children with cerebral palsy (CP). DESIGN: Randomized, controlled, assessor-blinded study. PARTICIPANTS: Children with CP; 10 children each in the control and intervention groups. INTERVENTION: IVG using Wii, given as a supplement to conventional therapy, for 45 min per day, 6 days a week for 3 weeks...
November 15, 2016: Developmental Neurorehabilitation
https://www.readbyqxmd.com/read/27825723/exergame-technology-and-interactive-interventions-for-elderly-fall-prevention-a-systematic-literature-review
#6
Sang D Choi, Liangjie Guo, Donghun Kang, Shuping Xiong
Training balance and promoting physical activities in the elderly can contribute to fall-prevention. Due to the low adherence of conventional physical therapy, fall interventions through exergame technologies are emerging. The purpose of this review study is to synthesize the available research reported on exergame technology and interactive interventions for fall prevention in the older population. Twenty-five relevant papers retrieved from five major databases were critically reviewed and analyzed. Results showed that the most common exergaming device for fall intervention was Nintendo Wii, followed by Xbox Kinect...
November 5, 2016: Applied Ergonomics
https://www.readbyqxmd.com/read/27812748/relationship-between-changes-in-vestibular-sensory-reweighting-and-postural-control-complexity
#7
Brian L Cone, Daniel J Goble, Christopher K Rhea
Complexity measures have become increasingly prominent in the postural control literature. Several studies have found associations between clinical balance improvements and complexity, but the relationship between sensory reweighting and complexity changes has remained unobserved. The purpose of this study was to determine the relationship between sensory reweighting via Wii Fit balance training and complexity. Twenty healthy adults completed 6 weeks of training. Participants completed the sensory organization test (SOT) before and after the sessions...
November 3, 2016: Experimental Brain Research. Experimentelle Hirnforschung. Expérimentation Cérébrale
https://www.readbyqxmd.com/read/27789193/training-in-basic-laparoscopic-surgical-skills-residents-opinion-of-the-new-nintendo-wii-u-laparoscopic-simulator
#8
Evelien M Overtoom, Frank-Willem Jansen, Evert J P van Santbrink, Steven E Schraffordt Koops, Sebastiaan Veersema, Henk W R Schreuder
OBJECTIVE: Serious games are new in the field of laparoscopic surgical training. We evaluate the residents׳ opinion of a new laparoscopic simulator for the Nintendo Wii-U platform. DESIGN: Prospective questionnaire study. Participants received a standardized introduction and completed level 3 and 4 of the game "Underground." They filled out a questionnaire concerning demographics and their opinion on realism, usefulness, suitability, haptic feedback, and home training-use of the game...
October 24, 2016: Journal of Surgical Education
https://www.readbyqxmd.com/read/27782766/investigating-the-physiological-and-psychosocial-responses-of-single-and-dual-player-exergaming-in-young-adults
#9
Kelly A Mackintosh, Martyn Standage, Amanda E Staiano, Leanne Lester, Melitta A McNarry
OBJECTIVE: This study investigated the effect of acute exergaming on the physiological and psychosocial responses of young adults and the modulatory effect of a single- or dual-player game play situation. MATERIALS AND METHODS: Thirty-six participants (19 male; 21.7 ± 3.8 years; 23.65 ± 3.17 kg/m(2)) each completed two 30-minute exergame sessions in a randomized order (single and dual player) while wearing an Actiheart(®) to estimate energy expenditure...
October 26, 2016: Games for Health
https://www.readbyqxmd.com/read/27742605/the-narrative-impact-of-active-video-games-on-physical-activity-among-children-a-feasibility-study
#10
Amy Shirong Lu, Tom Baranowski, S Lee Hong, Richard Buday, Debbe Thompson, Alicia Beltran, Hafza Razak Dadabhoy, Tzu-An Chen
BACKGROUND: Active video games (AVGs) capable of inducing physical activity offer an innovative approach to combating childhood obesity. Unfortunately, children's AVG game play decreases quickly, underscoring the need to identify novel methods for player engagement. Narratives have been demonstrated to influence behaviors. OBJECTIVE: The objective of this study was to test the hypothesis that a narrative would motivate increased AVG play, though a feasibility study that investigated the motivational effect of adding a previously developed narrative cutscene to an originally nonnarrative AVG, Nintendo Wii Sports Resort: Swordplay Showdown...
October 14, 2016: Journal of Medical Internet Research
https://www.readbyqxmd.com/read/27735224/use-of-the-nintendo-wii-balance-board-for-studying-standing-static-balance-control-technical-considerations-force-plate-congruency-and-the-effect-of-battery-life
#11
Tyler B Weaver, Christine Ma, Andrew C Laing
The Nintendo Wii Balance Board (WBB) has become popular as a low-cost alternative to research-grade force plates. The purposes of this study were to characterize a series of technical specifications for the WBB, to compare balance control metrics derived from time-varying center of pressure (COP) signals collected simultaneously from a WBB and a research-grade force plate, and to investigate the effects of battery life. Drift, linearity, hysteresis, mass accuracy, uniformity of response and COP accuracy were assessed from a WBB...
October 13, 2016: Journal of Applied Biomechanics
https://www.readbyqxmd.com/read/27730012/analysis-of-difference-in-center-of-pressure-positions-between-experts-and-novices-during-asymmetric-lifting
#12
Hieyong Jeong, Kenji Yamada, Michiko Kido, Shima Okada, Taishin Nomura, Yuko Ohno
Although numerous studies have analyzed the relationship between manual material handling (MMH) and the forces acting on the lumbar spine, the difference in the MMH between experts and novices through the analysis of measured data has not been well studied. The purpose of this paper was to analyze the difference in the MMH positions between ten skilled experts working at a freight transport company (Group 1) and five unskilled novices without any experience (Group 2) during asymmetric lifting. All the human subjects performed asymmetric lifting experiments with closed eyes; the experiments involved moving loads (6 and 18 kg) to the left side...
2016: IEEE Journal of Translational Engineering in Health and Medicine
https://www.readbyqxmd.com/read/27718640/targeted-upper-limb-wii-based-movement-therapy-also-improves-lower-limb-muscle-activation-and-functional-movement-in-chronic-stroke
#13
Terry Trinh, Christine T Shiner, Angelica G Thompson-Butel, Penelope A McNulty
PURPOSE: Post-stroke hemiparesis may manifest as asymmetric gait, poor balance, and inefficient movement patterns. We investigated improvements in lower-limb muscle activation and function during Wii-based Movement Therapy (WMT), a rehabilitation program specifically targeting upper-limb motor-function. METHODS: Electromyography (EMG) was recorded bilaterally from tibialis anterior (TA) in 20 stroke patients during a 14-day WMT program. EMG amplitude and burst duration were analyzed during stereotypical movement sequences of WMT activities...
October 9, 2016: Disability and Rehabilitation
https://www.readbyqxmd.com/read/27705006/effects-of-nintendo-wii-%C3%A2-training-on-occupational-performance-balance-and-daily-living-activities-in-children-with-spastic-hemiplegic-cerebral-palsy-a-single-blind-and-randomized-trial
#14
Songül Atasavun Uysal, Gül Baltaci
OBJECTIVE: This study aimed at assessing how the addition of Nintendo Wii(™) (NW) system to the traditional therapy influences occupational performance, balance, and daily living activities in children with spastic hemiplegic Cerebral Palsy (CP). MATERIALS AND METHODS: The present study is a single-blind and randomized trial involving 24 children aged 6-14 years, classified as level I or II on the Gross Motor Function Classification System. The children were allocated into two groups: an intervention and a control group, and their families participated in the study...
October 5, 2016: Games for Health
https://www.readbyqxmd.com/read/27702737/usability-evaluation-methods-for-gesture-based-games-a-systematic-review
#15
Fernando Winckler Simor, Manoela Rogofski Brum, Jaison Dairon Ebertz Schmidt, Rafael Rieder, Ana Carolina Bertoletti De Marchi
BACKGROUND: Gestural interaction systems are increasingly being used, mainly in games, expanding the idea of entertainment and providing experiences with the purpose of promoting better physical and/or mental health. Therefore, it is necessary to establish mechanisms for evaluating the usability of these interfaces, which make gestures the basis of interaction, to achieve a balance between functionality and ease of use. OBJECTIVE: This study aims to present the results of a systematic review focused on usability evaluation methods for gesture-based games, considering devices with motion-sensing capability...
October 4, 2016: JMIR Serious Games
https://www.readbyqxmd.com/read/27699081/fear-of-falling-correlates-with-subtle-neuromuscular-balance-and-strength-deficits-of-fragility-fracture-patients
#16
Corinne E Wee, Tyler D Ames, Khoi M Le, Tiffany Wang, Laura S Phieffer, Carmen E Quatman
Fragility fractures, or fractures occurring from a low-trauma event, are extremely prevalent among the elderly population worldwide and associated with significant mortality and morbidity. This study evaluated the relationship between FES-I Fear of Falling Survey results, self-reported activity restrictions via the SF-36 survey, and scores recorded by portable, inexpensive clinical assessment tools (CATs) during dynamic functional tasks. Low scores during these tasks may indicate functional deficits that put patients at risk for falls and subsequent fragility fractures...
October 2016: Aging and Disease
https://www.readbyqxmd.com/read/27696899/active-videogaming-in-youth-with-physical-disability-gameplay-and-enjoyment
#17
Laurie A Malone, Jennifer L Rowland, Rebecca Rogers, Tapan Mehta, Sangeetha Padalabalanarayanan, Mohanraj Thirumalai, James H Rimmer
OBJECTIVE: For active videogaming (AVG) to be a meaningful, health-enhancing physical activity option for youth with physical disability, factors related to game performance and enjoyment must be understood. The objective was to explore associations between quality of gameplay, controller usage, heart rate (HR), physical function, and enjoyment during AVG play in youth with physical disability. METHODS: Participants (5 girls, 11 boys, mean age 13.8 ± 2.7 years) played four AVGs on three platforms (Nintendo(®) Wii™, Sony PlayStation3 Move, and Microsoft Xbox(®) Kinect), across three sessions...
October 3, 2016: Games for Health
https://www.readbyqxmd.com/read/27689945/effect-of-active-videogames-on-underserved-children-s-classroom-behaviors-effort-and-fitness
#18
Zan Gao, Jung Eun Lee, Zachary Pope, Dachao Zhang
OBJECTIVE: The purpose of this study was to examine the effect of active videogames (AVGs) on underserved minority children's on-task classroom behavior, academic effort, and fitness. MATERIALS AND METHODS: A one group pre- and posttest repeated measures design was used. In Fall 2013, 95 fourth grade children (57 boys, 38 girls; 96% of minority) from three classes at an underserved urban elementary school participated in teacher-supervised AVG activities (e.g., Wii Sports, Xbox Just Dance)...
September 30, 2016: Games for Health
https://www.readbyqxmd.com/read/27676910/auto-rehabilitation-at-home-for-stroke-patients
#19
Nicolas Roche
OPINION/FEEDBACK/INTRODUCTION: Stroke is the greatest cause of morbidity in industrialised countries and the third cause of mortality (50,000 deaths per year). The annual incidence is around 300 per 100,000 inhabitants, equivalent to 150,000 new cases each year in France. Around half of survivors are left with some disability as a result of multiple impairments including motor impairments with a loss of strength, stereotyped movements, and changes in muscle tone and limitations in activities...
September 2016: Annals of Physical and Rehabilitation Medicine
https://www.readbyqxmd.com/read/27631319/impact-of-super-monkey-ball-and-underground-video-games-on-basic-and-advanced-laparoscopic-skill-training
#20
James C Rosser, Xinwei Liu, Charles Jacobs, Katherine Mia Choi, Maarten B Jalink, Henk O Ten Cate Hoedemaker
OBJECTIVE: This abstract profiles the comparison of correlations between previously validated Super Monkey Ball (SMB) and recently introduced Underground (U) video game on the Nintendo Wii U to multiple validated tasks used for developing basic and advanced laparoscopic skills. METHODS: Sixty-eight participants, 53 residents and 15 attending surgeons, performed the Top Gun Pea Drop, FLS Peg Pass, intracorporeal suturing, and two video games (SMB and U). SMB is an over-the-counter game, and U was formulated for laparoscopic skill training...
September 8, 2016: Surgical Endoscopy
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