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https://www.readbyqxmd.com/read/28716231/measuring-standing-balance-in-multiple-sclerosis-further-progress-towards-an-automatic-and-reliable-method-in-clinical-practice
#1
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
#2
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...
June 22, 2017: Journal of Alzheimer's Disease: JAD
https://www.readbyqxmd.com/read/28654316/active-gaming-as-a-form-of-exercise-to-induce-hypoalgesia
#3
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
#4
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
#5
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
#6
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
https://www.readbyqxmd.com/read/28585394/wii-based-exercise-program-to-improve-physical-fitness-motor-proficiency-and-functional-mobility-in-adults-with-down-syndrome
#7
V Silva, C Campos, A Sá, M Cavadas, J Pinto, P Simões, S Machado, E Murillo-Rodríguez, N Barbosa-Rocha
BACKGROUND: People with Down syndrome (DS) usually display reduced physical fitness (aerobic capacity, muscle strength and abnormal body composition), motor proficiency impairments (balance and postural control) and physical functional limitations. Exergames can be an appealing alternative to enhance exercise engagement and compliance, whilst improving physical fitness and motor function. This study aims to analyse the effects of a Wii-based exercise program on physical fitness, functional mobility and motor proficiency of adults with DS...
August 2017: Journal of Intellectual Disability Research: JIDR
https://www.readbyqxmd.com/read/28582885/home-based-nintendo-wii-training-to-improve-upper-limb-function-in-children-ages-7-to-12-with-spastic-hemiplegic-cerebral-palsy
#8
Caroline Kassee, Carolyn Hunt, Michael W R Holmes, Meghann Lloyd
This pilot study compared a Nintendo Wii intervention to single-joint resistance training for the upper limb in children ages 7 to 12 with spastic hemiplegic cerebral palsy (CP). Children were randomized to Wii training (n= 3), or resistance training (n= 3) and trained at home for 6 weeks. Pre, post and 4-week follow-up measures were collected. Outcome measures were the Melbourne Assessment (MA2), and ABILHAND-Kids, and grip strength. Compliance, motivation and feasibility of each intervention was explored using daily logbook responses and questionnaires...
May 17, 2017: Journal of Pediatric Rehabilitation Medicine
https://www.readbyqxmd.com/read/28531243/increased-postural-sway-during-quiet-stance-as-a-risk-factor-for-prospective-falls-in-community-dwelling-elderly-individuals
#9
Jonas Johansson, Anna Nordström, Yngve Gustafson, Göran Westling, Peter Nordström
Objective: fall-related injuries constitute major health risks in older individuals, and these risks are projected to increase in parallel with increasing human longevity. Impaired postural stability is a potential risk factor related to falls, although the evidence is inconclusive, partly due to the lack of prospective studies. This study aimed to investigate how objective measures of postural sway predict incident falls. Design, setting and participants: this prospectively observational study included 1,877 community-dwelling individuals aged 70 years who participated in the Healthy Ageing Initiative between June 2012 and December 2015...
May 22, 2017: Age and Ageing
https://www.readbyqxmd.com/read/28495201/self-reported-balance-status-is-not-a-reliable-indicator-of-balance-performance-in-adolescents-at-one-month-post-concussion
#10
Coralie Rochefort, Coren Walters-Stewart, Mary Aglipay, Nick Barrowman, Roger Zemek, Heidi Sveistrup
OBJECTIVES: To determine if self-reported balance symptoms can be used as a proxy for measures of the center of pressure (COP) to identify balance deficits in a group of concussed adolescents. DESIGN: Case-control. METHODS: Thirteen adolescents 1-month post-concussion who reported ongoing balance problems (Balance+), 20 adolescent 1-month post-concussion who reported no balance problems (Balance-), and 30 non-injured adolescents (control) completed a series of balance tests...
April 22, 2017: Journal of Science and Medicine in Sport
https://www.readbyqxmd.com/read/28473767/multiple-neuroimaging-measures-for-examining-exercise-induced-neuroplasticity-in-older-adults-a-quasi-experimental-study
#11
Lanxin Ji, Han Zhang, Guy G Potter, Yu-Feng Zang, David C Steffens, Hua Guo, Lihong Wang
Physical exercise can improve physical and mental health. A number of imaging studies have examined the role of neuroplasticity in improving cognition with physical exercise; however, such neuroplasticity changes are not consistent across the reports partly due to small sample sizes in some studies. We thought to explore the concept that identifying consistent findings across multi-modality imaging measures would provide relatively reliable results. We designed a 6-week quasi-experiment with Wii-fitness exercise program in 24 healthy adults older than 60, and then examined the changes on neuroimaging measures including brain volume, the amplitude of low-frequency oscillation function (ALFF), regional homogeneity (ReHo), seed-based functional connectivity (FC), and the global efficiency of nodal connectivity during resting state...
2017: Frontiers in Aging Neuroscience
https://www.readbyqxmd.com/read/28473675/impact-of-virtual-reality-games-on-psychological-well-being-and-upper-limb-performance-in-adults-with-physical-disabilities-a-pilot-study
#12
D K A Singh, N N A Rahman, R Seffiyah, S Y Chang, A K Zainura, S R Aida, K H S Rajwinder
INTRODUCTION: There is limited information regarding the effects of interactive virtual reality (VR) games on psychological and physical well-being among adults with physical disabilities. We aimed to examine the impact of VR games on psychological well-being, upper limb motor function and reaction time in adults with physical disabilities. METHODS: Fifteen participants completed the intervention using Wii VR games in this pilot study. Depressive, Anxiety and Stress Scales (DASS) and Capabilities of Upper Extremity (CUE) questionnaires were used to measure psychological well-being and upper limb motor function respectively...
April 2017: Medical Journal of Malaysia
https://www.readbyqxmd.com/read/28451603/balance-markers-in-adolescents-at-1-month-postconcussion
#13
Coralie Rochefort, Coren Walters-Stewart, Mary Aglipay, Nick Barrowman, Roger Zemek, Heidi Sveistrup
BACKGROUND: The Balance Error Scoring System (BESS) shows that balance tends to recover within days after a concussion, whereas measures of the movement of the center of pressure (COP) show that balance deficits can persist up to 1 month after concussion. While approximately 30% of adolescents suffering concussion have functional consequences including balance deficits, evidence of the use of different balance assessments for concussion is limited within this population. PURPOSE: To compare performance on a series of balance assessments between adolescents with a diagnosed concussion at 1 month postinjury and noninjured control participants within the same age distribution...
March 2017: Orthopaedic Journal of Sports Medicine
https://www.readbyqxmd.com/read/28446376/comparison-of-virtual-reality-exergaming-and-home-exercise-programs-in-patients-with-subacromial-impingement-syndrome-and-scapular-dyskinesis-short-term-effect
#14
Nihan Ozunlu Pekyavas, Nevin Ergun
OBJECTIVE: The aim of this study was to compare the short term effects of home exercise program and virtual reality exergaming in patients with subacromial impingement syndrome (SAIS). METHODS: A total of 30 patients with SAIS were randomized into two groups which are Home Exercise Program (EX Group) (mean age: 40.6 ± 11.7 years) and Virtual Reality Exergaming Program (WII Group) (mean age: 40.33 ± 13.2 years). Subjects were assessed at the first session, at the end of the treatment (6 weeks) and at 1 month follow-up...
April 24, 2017: Acta Orthopaedica et Traumatologica Turcica
https://www.readbyqxmd.com/read/28418752/a-pilot-study-of-the-attractive-features-of-active-videogames-among-chinese-primary-school-children
#15
Patrick W C Lau, Erica Y Lau, Jing Jing Wang, Cheong-Rak Choi, Chang Gyun Kim
OBJECTIVE: The present study (1) explored the attractive features that affect Chinese primary school children's preferences of active videogames (AVGs) and (2) contrasted these findings with those in the Western literature. PARTICIPANTS AND METHODS: A total of 22 Chinese primary school children were recruited and interviewed. Four AVGs (Wii "Boxing," "Wii Fit™ Plus Obstacle Run"; "EyeToy Knockout", "EyeToy Keep ups") from two commercial consoles (Nintendo® Wii™ and Sony PlayStation(®) 2 "EyeToy(®)") were employed...
April 2017: Games for Health
https://www.readbyqxmd.com/read/28400984/is-technology-present-in-frailty-technology-a-back-up-tool-for-dealing-with-frailty-in-the-elderly-a-systematic-review
#16
REVIEW
Iranzu Mugueta-Aguinaga, Begonya Garcia-Zapirain
This study analyzes the technologies used in dealing with frailty within the following areas: prevention, care, diagnosis and treatment. The aim of this paper is, on the one hand, to analyze the extent to which technology is present in terms of its relationship with frailty and what technological resources are used to treat it. Its other purpose is to define new challenges and contributions made by physiotherapy using technology. Eighty documents related to research, validation and/or the ascertaining of different types of hardware, software or both were reviewed in prominent areas...
April 2017: Aging and Disease
https://www.readbyqxmd.com/read/28387551/evaluation-of-nintendo-wii-balance-board-as-a-tool-for-measuring-postural-stability-after-sport-related-concussion
#17
Kian Merchant-Borna, Courtney Marie Cora Jones, Mattia Janigro, Erin B Wasserman, Ross A Clark, Jeffrey J Bazarian
CONTEXT: Recent changes to postconcussion guidelines indicate that postural-stability assessment may augment traditional neurocognitive testing when making return-to-participation decisions. The Balance Error Scoring System (BESS) has been proposed as 1 measure of balance assessment. A new, freely available software program to accompany the Nintendo Wii Balance Board (WBB) system has recently been developed but has not been tested in concussed patients. OBJECTIVE: To evaluate the feasibility of using the WBB to assess postural stability across 3 time points (baseline and postconcussion days 3 and 7) and to assess concurrent and convergent validity of the WBB with other traditional measures (BESS and Immediate Post-Concussion Assessment and Cognitive Test [ImPACT] battery) of assessing concussion recovery...
March 2017: Journal of Athletic Training
https://www.readbyqxmd.com/read/28382812/cognitive-effects-of-weight-shifting-controlled-exergames-in-patients-with-chronic-stroke-a-pilot-randomized-comparison-trial
#18
Jen-Wen Hung, Chiung-Xia Chou, Hsueh-Feng Chang, Wen-Chi Wu, Yen-Wei Hsieh, Po-Chih Chen, Min-Yuan Yu, Chiung-Chih Chang, Jr-Rung Lin
BACKGROUND: The exergaming training involves motor as well as cognitive stimulation. Although exergame studies have been reported to have benefits in motor function, the effects of exergames on improving cognitive function remain inconclusive. Moreover, no study has been reported in stroke patients. AIM: The objective of this study was to compare the cognitive effects of 2 weight-shifting controlled exergaming systems and conventional weight- shifting training in patients with chronic stroke...
April 4, 2017: European Journal of Physical and Rehabilitation Medicine
https://www.readbyqxmd.com/read/28330586/structured-wii-protocol-for-rehabilitation-of-shoulder-impingement-syndrome-a-pilot-study
#19
John-Ross Rizzo, Peter Thai, Edward J Li, Terence Tung, Todd E Hudson, Joseph Herrera, Preeti Raghavan
OBJECTIVE: To determine the feasibility and efficacy of using a structured Nintendo Wii protocol to improve range of motion, strength, and quality of life in patients with shoulder impingement syndrome. METHODS: A total of 14 patients with shoulder pain were randomized to perform a structured Wii protocol (n=8) or conventional therapy (n=6). Pain-free shoulder range of motion, strength, shoulder pain and disability, and quality of life were assessed pre- and post-treatment...
March 15, 2017: Annals of Physical and Rehabilitation Medicine
https://www.readbyqxmd.com/read/28302190/cooperative-learning-and-interpersonal-synchrony
#20
Roy Vink, Maarten L Wijnants, Antonius H N Cillessen, Anna M T Bosman
Cooperative learning has been shown to result in better task performance, compared to individual and competitive learning, and can lead to positive social effects. However, potential working mechanisms at a micro level remain unexplored. One potential working mechanism might be the level of interpersonal synchrony between cooperating individuals. It has been shown that increased levels of interpersonal synchrony are related to better cognitive performance (e.g., increased memory). Social factors also appear to be affected by the level of interpersonal synchrony, with more interpersonal synchrony leading to increased likeability...
April 2017: Nonlinear Dynamics, Psychology, and Life Sciences
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