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https://www.readbyqxmd.com/read/29045949/effectiveness-of-a-home-based-active-video-game-programme-in-young-cystic-fibrosis-patients
#1
Tamara Del Corral, Maria Àngels Cebrià I Iranzo, Ibai López-de-Uralde-Villanueva, Roberto Martínez-Alejos, Isabel Blanco, Jordi Vilaró
BACKGROUND: Exercise-based rehabilitation is already a part of cystic fibrosis (CF) treatment; however, patient adherence is low. OBJECTIVES: To assess the effectiveness of a home exercise programme using active video games (AVGs) as a training modality for children and adolescents with CF. METHODS: Thirty-nine children with CF were randomised to a control group (CG, n = 20, age 11 ± 6 years; FEV1 86.2 ± 20.5% of predicted) or a training group (AVGG, n = 19, age 13 ± 3 years; FEV1 82...
October 19, 2017: Respiration; International Review of Thoracic Diseases
https://www.readbyqxmd.com/read/29028622/virtual-reality-balance-training-for-elderly-similar-skiing-games-elicit-different-challenges-in-balance-training
#2
Aijse W de Vries, Gert Faber, Ilse Jonkers, Jaap H Van Dieen, Sabine M P Verschueren
BACKGROUND: Virtual Reality (VR) balance training may have advantages over regular exercise training in older adults. However, results so far are conflicting potentially due to the lack of challenge imposed by the movements in those games. Therefore, the aim of this study was to assess to which extent two similar skiing games challenge balance, as reflected in center of mass (COM) movements relative to their Functional Limits of Stability (FLOS). METHODS: Thirty young and elderly participants performed two skiing games, one on the Wii Balance board (Wiiski), which uses a force plate, and one with the Kinect sensor (Kinski), which performs motion tracking...
October 5, 2017: Gait & Posture
https://www.readbyqxmd.com/read/29016200/analysis-of-movement-acceleration-of-down-s-syndrome-teenagers-playing-computer-games
#3
Daniela Carrogi-Vianna, Paulo Batista Lopes, Raquel Cymrot, Jefferson Jesus Hengles Almeida, Marcos Lomonaco Yazaki, Silvana Maria Blascovi-Assis
OBJECTIVE: This study aimed to evaluate movement acceleration characteristics in adolescents with Down syndrome (DS) and typical development (TD), while playing bowling and golf videogames on the Nintendo(®) Wii™. MATERIALS AND METHODS: The sample comprised 21 adolescents diagnosed with DS and 33 with TD of both sexes, between 10 and 14 years of age. The arm swing accelerations of the dominant upper limb were collected as measures during the bowling and the golf games...
October 10, 2017: Games for Health
https://www.readbyqxmd.com/read/28984486/exergames-vs-traditional-exercise-investigating-the-influencing-mechanism-of-platform-effect-on-subthreshold-depression-among-older-adults
#4
Jinhui Li, Yin-Leng Theng, Schubert Foo, Xuexin Xu
OBJECTIVE: This study aimed to examine the influencing mechanism of exercise platform effect on subthreshold depression among older adults by comparing exergames and traditional exercise. METHOD: One hundred and two Singaporean older adults were assigned to either playing Wii exergames or performing traditional exercise programs once a week, for six weeks. RESULTS: Results confirmed a direct negative platform effect on subthreshold depression and further supported the mediation role of positive emotions in the platform effect...
October 6, 2017: Aging & Mental Health
https://www.readbyqxmd.com/read/28954791/mii-vitalise-a-pilot-randomised-controlled-trial-of-a-home-gaming-system-nintendo-wii-to-increase-activity-levels-vitality-and-well-being-in-people-with-multiple-sclerosis
#5
Sarah Thomas, Louise Fazakarley, Peter W Thomas, Sarah Collyer, Sarah Brenton, Steve Perring, Rebecca Scott, Fern Thomas, Charlotte Thomas, Kelly Jones, Jo Hickson, Charles Hillier
OBJECTIVES: While the health and well-being benefits of physical activity are recognised, people with multiple sclerosis (MS) often face greater barriers than the general population. The Nintendo Wii potentially offers a fun, convenient way of overcoming some of these. The aim was to test the feasibility of conducting a definitive trial of the effectiveness and cost-effectiveness of Mii-vitaliSe; a home-based, physiotherapist-supported Nintendo Wii intervention. DESIGN: A single-centre wait-list randomised controlled study...
September 27, 2017: BMJ Open
https://www.readbyqxmd.com/read/28946841/balance-in-children-following-cochlear-implantation
#6
Andrew Kelly, Zhaobo Liu, Shanna Leonard, Fearghal Toner, Mark Adams, Joseph Toner
OBJECTIVES: To assess the vestibular function of children who had unilateral and bilateral cochlear implants compared with a control group of otherwise healthy children who had not been implanted. STUDY DESIGN: Observational case-control study. METHODS: Posturography was carried out in the form of a Modified Clinical Test of Sensory Interaction on Balance using a Wii Balance Board and the Vestio App on an iPod Touch. Thirty children in total were tested, 10 children in each cohort...
September 26, 2017: Cochlear Implants International
https://www.readbyqxmd.com/read/28936712/early-goal-directed-nutrition-versus-standard-of-care-in-adult-intensive-care-patients-the-single-centre-randomised-outcome-assessor-blinded-eat-icu-trial
#7
Matilde Jo Allingstrup, Jens Kondrup, Jørgen Wiis, Casper Claudius, Ulf Gøttrup Pedersen, Rikke Hein-Rasmussen, Mads Rye Bjerregaard, Morten Steensen, Tom Hartvig Jensen, Theis Lange, Martin Bruun Madsen, Morten Hylander Møller, Anders Perner
PURPOSE: We assessed the effects of early goal-directed nutrition (EGDN) vs. standard nutritional care in adult intensive care unit (ICU) patients. METHODS: We randomised acutely admitted, mechanically ventilated ICU patients expected to stay longer than 3 days in the ICU. In the EGDN group we estimated nutritional requirements by indirect calorimetry and 24-h urinary urea aiming at covering 100% of requirements from the first full trial day using enteral and parenteral nutrition...
September 22, 2017: Intensive Care Medicine
https://www.readbyqxmd.com/read/28890847/the-contribution-of-nintendo-wii-fit-series-in-the-field-of-health-a-systematic-review-and-meta-analysis
#8
Julien Tripette, Haruka Murakami, Katie Rose Ryan, Yuji Ohta, Motohiko Miyachi
BACKGROUND: Wii Fit was originally designed as a health and fitness interactive training experience for the general public. There are, however, many examples of Wii Fit being utilized in clinical settings. This article aims to identify the contribution of Wii Fit in the field of health promotion and rehabilitation by: (1) identifying the health-related domains for which the Wii Fit series has been tested, (2) clarifying the effect of Wii Fit in those identified health-related domains and (3) quantifying this effect...
2017: PeerJ
https://www.readbyqxmd.com/read/28822327/improvements-in-balance-control-in-individuals-with-pcs-detected-following-vestibular-training-a-case-study
#9
Alyssa Prangley, Mathew Aggerholm, Michael Cinelli
Concussed individuals have been found to experience balance deficits in the anterior-posterior (AP) direction as indicated by greater Center of Pressure (COP) displacement and velocity. One possible reason for this change in balance control could be due to damage to the lateral vestibulospinal tract which sends signals to control posterior muscles, specifically ankle extensors leading to compensatory torques about the ankle. The purpose of the study was to quantify balance assessments in individuals experiencing persistent post-concussion symptoms (PCS) to determine balance control changes following a vestibular training intervention...
October 2017: Gait & Posture
https://www.readbyqxmd.com/read/28816511/virtual-reality-and-active-videogame-based-practice-learning-needs-and-preferences-a-cross-canada-survey-of-physical-therapists-and-occupational-therapists
#10
Danielle Levac, Stephanie Glegg, Heather Colquhoun, Patricia Miller, Farzad Noubary
OBJECTIVE: Describe the clinical use of virtual reality (VR)/active videogaming (AVG) by physical therapists (PTs) and occupational therapists (OTs) in Canada, identify usage barriers and facilitators, evaluate factors that predict intention to use VR/AVGs, and determine therapists' learning needs. DESIGN: Cross-sectional survey. MATERIALS AND METHODS: Online survey of therapists in Canada who were members of 1 of 26 professional PT or OT colleges or associations using the Assessing Determinants Of Prospective Take-up of Virtual Reality (ADOPT-VR2) Instrument...
August 2017: Games for Health
https://www.readbyqxmd.com/read/28812386/reported-use-of-technology-in-stroke-rehabilitation-by-physical-and-occupational-therapists
#11
Jeanne Langan, Heamchand Subryan, Ifeoma Nwogu, Lora Cavuoto
PURPOSE: With the patient care experience being a healthcare priority, it is concerning that patients with stroke reported boredom and a desire for greater fostering of autonomy, when evaluating their rehabilitation experience. Technology has the potential to reduce these shortcomings by engaging patients through entertainment and objective feedback. Providing objective feedback has resulted in improved outcomes and may assist the patient in learning how to self-manage rehabilitation...
August 16, 2017: Disability and Rehabilitation. Assistive Technology
https://www.readbyqxmd.com/read/28804474/a-longitudinal-electromyography-study-of-complex-movements-in-poststroke-therapy-1-heterogeneous-changes-despite-consistent-improvements-in-clinical-assessments
#12
Negin Hesam-Shariati, Terry Trinh, Angelica G Thompson-Butel, Christine T Shiner, Penelope A McNulty
Poststroke weakness on the more-affected side may arise from reduced corticospinal drive, disuse muscle atrophy, spasticity, and abnormal coordination. This study investigated changes in muscle activation patterns to understand therapy-induced improvements in motor-function in chronic stroke compared to clinical assessments and to identify the effect of motor-function level on muscle activation changes. Electromyography (EMG) was recorded from five upper limb muscles on the more-affected side of 24 patients during early and late therapy sessions of an intensive 14-day program of Wii-based Movement Therapy (WMT) and for a subset of 13 patients at 6-month follow-up...
2017: Frontiers in Neurology
https://www.readbyqxmd.com/read/28735202/effect-of-wii-fit%C3%A2-exercise-therapy-on-gait-parameters-in-ankle-sprain-patients-a-randomized-controlled-trial
#13
Ilona M Punt, Stéphane Armand, Jean-Luc Ziltener, Lara Allet
Ankle sprains are the most common sport related injuries. An alternative to physical therapy in the treatment of ankle sprains is home based exercise therapy. This study aims to compare the effectiveness of Wii Fit™ exercise therapy in ankle sprain patients on temporal-spatial and kinematic gait parameters with a) conventional therapy and b) a control group not receiving exercise therapy. Ninety patients were randomly assigned to a Wii Fit™, physical therapy or control group. Temporal-spatial and kinematic gait parameters were assessed at baseline, 6 weeks and 6 months follow-up...
October 2017: Gait & Posture
https://www.readbyqxmd.com/read/28726492/does-cognition-specific-computer-training-have-better-clinical-outcomes-than-non-specific-computer-training-a-single-blind-randomized-controlled-trial
#14
Ji-Hyuk Park, Jin-Hyuck Park
OBJECTIVE: The purpose of this study was to investigate differences between non-specific computer training (NCT) and cognition-specific computer training (CCT). DESIGN: Randomized controlled experimental study. SETTING: Local community welfare center. SUBJECTS: A total of 78 subjects with mild cognitive impairment (MCI) were randomly assigned to the NCT ( n = 39) or CCT group ( n = 39). INTERVENTION: The NCT group underwent NCT using Nintendo Wii for improving functional performance, while the CCT group underwent CCT using CoTras for improving function of the cognitive domain specifically...
July 1, 2017: Clinical Rehabilitation
https://www.readbyqxmd.com/read/28716231/measuring-standing-balance-in-multiple-sclerosis-further-progress-towards-an-automatic-and-reliable-method-in-clinical-practice
#15
Philipp M Keune, William R Young, Ioannis T Paraskevopoulos, Sascha Hansen, Jana Muenssinger, Patrick Oschmann, Roy Müller
BACKGROUND: Balance deficits in multiple sclerosis (MS) are often monitored by means of observer-rated tests. These may provide reliable data, but may also be time-consuming, subject to inter-rater variability, and potentially insensitive to mild fluctuations throughout the clinical course. On the other hand, laboratory assessments are often not available. The Nintendo Wii Balance Board (WBB) may represent a low-cost solution. The purpose of the current study was to examine the methodological quality of WBB data in MS (internal consistency, test-retest reliability), convergent validity with observer-rated tests (Berg Balance Scale, BBS; Timed-Up and Go Test, TUG), and discriminative validity concerning clinical status (Expanded Disability Status Scale, EDSS)...
August 15, 2017: Journal of the Neurological Sciences
https://www.readbyqxmd.com/read/28655135/home-based-exercise-program-improves-balance-and-fear-of-falling-in-community-dwelling-older-adults-with-mild-alzheimer-s-disease-a-pilot-study
#16
Kalpana P Padala, Prasad R Padala, Shelly Y Lensing, Richard A Dennis, Melinda M Bopp, Paula K Roberson, Dennis H Sullivan
BACKGROUND/OBJECTIVE: Balance problems are common in older adults with Alzheimer's disease (AD). The objective was to study the effects of a Wii-Fit interactive video-game-led physical exercise program to a walking program on measures of balance in older adults with mild AD. METHODS: A prospective randomized controlled parallel-group trial (Wii-Fit versus walking) was conducted in thirty community-dwelling older adults (73±6.2 years) with mild AD. Home-based exercises were performed under caregiver supervision for 8 weeks...
2017: Journal of Alzheimer's Disease: JAD
https://www.readbyqxmd.com/read/28654316/active-gaming-as-a-form-of-exercise-to-induce-hypoalgesia
#17
Christopher Carey, Keith E Naugle, Dania Aqeel, Thomas Ohlman, Kelly M Naugle
OBJECTIVE: An acute bout of moderate-to-vigorous exercise temporarily reduces pain sensitivity in healthy adults. Recently, active gaming has been rising in popularity as a means of light-to-moderate exercise and may be particularly suitable for deconditioned individuals. Whether the physical activity elicited in active games can produce a hypoalgesic effect remains unknown. The purpose of this study was to determine whether active videogames can reduce pressure and heat pain sensitivity in healthy adults...
June 27, 2017: Games for Health
https://www.readbyqxmd.com/read/28637136/virtual-environment-navigation-with-look-around-mode-to-explore-new-real-spaces-by-people-who-are-blind
#18
Orly Lahav, Hadas Gedalevitz, Steven Battersby, David Brown, Lindsay Evett, Patrick Merritt
BACKGROUND: This paper examines the ability of people who are blind to construct a mental map and perform orientation tasks in real space by using Nintendo Wii technologies to explore virtual environments. The participant explores new spaces through haptic and auditory feedback triggered by pointing or walking in the virtual environments and later constructs a mental map, which can be used to navigate in real space. METHODS: The study included 10 participants who were congenitally or adventitiously blind, divided into experimental and control groups...
February 10, 2017: Disability and Rehabilitation
https://www.readbyqxmd.com/read/28623186/assessment-of-active-video-gaming-using-adapted-controllers-by-individuals-with-physical-disabilities-a-protocol
#19
Laurie A Malone, Sangeetha Padalabalanarayanan, Justin McCroskey, Mohanraj Thirumalai
BACKGROUND: Individuals with disabilities are typically more sedentary and less fit compared to their peers without disabilities. Furthermore, engaging in physical activity can be extremely challenging due to physical impairments associated with disability and fewer opportunities to participate. One option for increasing physical activity is playing active video games (AVG), a category of video games that requires much more body movement for successful play than conventional push-button or joystick actions...
June 16, 2017: JMIR Research Protocols
https://www.readbyqxmd.com/read/28600111/do-active-video-games-benefit-the-motor-skill-development-of-non-typically-developing-children-and-adolescents-a-systematic-review
#20
REVIEW
Zoey E Page, Stephanie Barrington, Jacqueline Edwards, Lisa M Barnett
OBJECTIVES: The use of interactive video gaming, known as 'exergames' or 'active video games (AVG)' may provide an opportunity for motor skill development. Youth with non-typical patterns of development may have deficits in gross motor skill capacities and are therefore an intervention target. The aim was to determine the effectiveness of AVG use on motor skill development in non-typically developing children and adolescents. DESIGN: Review article. METHODS: The PRISMA protocol was used to conduct a systematic review of EBSCOhost, Embase, Gale Cengage, Informit, Ovid, ProQuest, PubMed, Scopus and Web of Science databases...
May 18, 2017: Journal of Science and Medicine in Sport
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