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https://www.readbyqxmd.com/read/28418752/a-pilot-study-of-the-attractive-features-of-active-videogames-among-chinese-primary-school-children
#1
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
#2
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
#3
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/28330586/structured-wii-protocol-for-rehabilitation-of-shoulder-impingement-syndrome-a-pilot-study
#4
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/28323159/functional-changes-in-the-reward-circuit-in-response-to-gaming-related-cues-after-training-with-a-commercial-video-game
#5
Tobias Gleich, Robert C Lorenz, Jürgen Gallinat, Simone Kühn
In the present longitudinal study, we aimed to investigate video game training associated neuronal changes in reward processing using functional magnetic resonance imaging (fMRI). We recruited 48 healthy young participants which were assigned to one of 2 groups: A group in which participants were instructed to play a commercial video game ("Super Mario 64 DS") on a portable Nintendo DS handheld console at least 30minutes a day over a period of two months (video gaming group; VG) or to a matched passive control group (CG)...
March 18, 2017: NeuroImage
https://www.readbyqxmd.com/read/28302190/cooperative-learning-and-interpersonal-synchrony
#6
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
https://www.readbyqxmd.com/read/28284217/use-of-nintendo-wii-balance-board-for-posturographic-analysis-of-multiple-sclerosis-patients-with-minimal-balance-impairment
#7
Giacomo Severini, Sofia Straudi, Claudia Pavarelli, Marco Da Roit, Carlotta Martinuzzi, Laura Di Marco Pizzongolo, Nino Basaglia
BACKGROUND: The Wii Balance Board (WBB) has been proposed as an inexpensive alternative to laboratory-grade Force Plates (FP) for the instrumented assessment of balance. Previous studies have reported a good validity and reliability of the WBB for estimating the path length of the Center of Pressure. Here we extend this analysis to 18 balance related features extracted from healthy subjects (HS) and individuals affected by Multiple Sclerosis (MS) with minimal balance impairment. METHODS: Eighteen MS patients with minimal balance impairment (Berg Balance Scale 53...
March 11, 2017: Journal of Neuroengineering and Rehabilitation
https://www.readbyqxmd.com/read/28225644/a-narrative-synthesis-of-nintendo-wii-fit-gaming-protocol-in-addressing-balance-among-healthy-older-adults-what-system-works
#8
Donald G Manlapaz, Gisela Sole, Prasath Jayakaran, Cathy M Chapple
BACKGROUND: Balance is crucial in performing functional tasks particularly among older adults. Exergaming is gaining attention as a novel approach to enhance balance in a number of clinical populations. OBJECTIVES: The aim of this review was to synthesize and present published evidence for Nintendo Wii Fit™ gaming system protocols. These include game preference, intervention setting, and exercise dosage for improving balance in healthy older adults. Commonly used outcome measures were also identified...
April 2017: Games for Health
https://www.readbyqxmd.com/read/28222559/brain-activity-during-a-lower-limb-functional-task-in-a-real-and-virtual-environment-a-comparative-study
#9
Thaiana Barbosa Ferreira Pacheco, Isabelle Ananda Oliveira Rego, Tania Fernandes Campos, Fabrícia Azevedo da Costa Cavalcanti
BACKGROUND: Virtual Reality (VR) has been contributing to Neurological Rehabilitation because of its interactive and multisensory nature, providing the potential of brain reorganization. Given the use of mobile EEG devices, there is the possibility of investigating how the virtual therapeutic environment can influence brain activity. OBJECTIVE: To compare theta, alpha, beta and gamma power in healthy young adults during a lower limb motor task in a virtual and real environment...
February 8, 2017: NeuroRehabilitation
https://www.readbyqxmd.com/read/28207400/a-low-cost-adaptive-balance-training-platform-for-stroke-patients-a-usability-study
#10
Sunny Verma, Deepesh Kumar, Animesh Kumawat, Anirban Dutta, Uttama Lahiri
Stroke patients usually suffer from asymmetric posture due to hemi-paresis that can result in reduced postural controllability leading to a balance deficit. This deficit increases the risk of falls, which often makes them dependent on caregivers for community ambulation, thus deteriorating their quality of life. Conventional balance training involves rehabilitation exercises performed under physiotherapist's supervision where the scarcity of trained professionals as well as the cost of clinic-based rehabilitation programs can deter stroke survivors from undergoing regular balance training...
February 9, 2017: IEEE Transactions on Neural Systems and Rehabilitation Engineering
https://www.readbyqxmd.com/read/28192034/physiological-and-perceived-responses-in-different-levels-of-exergames-in-elite-athletes
#11
Louisa Ming Yan Chung, Feng Hua Sun, Chris Tsz Man Cheng
OBJECTIVE: Exergames have been suggested to increase the public's physical activity and to benefit cardiovascular health, particularly among the youth. However, not many studies compared the physiological and perceived responses between exergames and the authentic sports especially for elite athletes. This study aimed to investigate the physiological and perceived responses in different levels of Nintendo(®) Wii Fit™ U rowing exergames in one group of elite rowing athletes. MATERIALS AND METHODS: All participants were asked to perform the authentic rowing on the indoor rowing machine on the first day and to play the rowing exergames on the second day, in three levels with 1 hour rest between levels...
February 2017: Games for Health
https://www.readbyqxmd.com/read/28176448/intraoperative-image-navigation-experimental-study-of-the-feasibility-and-surgeon-preference-between-a-sterile-encased-nintendo-wii-tm-remote-and-standard-wireless-computer-mouse
#12
Ryan Appleby, Alex Zur Linden, William Sears
Diagnostic imaging plays an important role in the operating room, providing surgeons with a reference and surgical plan. Surgeon autonomy in the operating room has been suggested to decrease errors that stem from communication mistakes. A standard computer mouse was compared to a wireless remote-control style controller for computer game consoles (Wiimote) for the navigation of diagnostic imaging studies by sterile personnel in this prospective survey study. Participants were recruited from a cohort of residents and faculty that use the surgical suites at our institution...
February 7, 2017: Veterinary Radiology & Ultrasound
https://www.readbyqxmd.com/read/28167167/nintendo-wii-fit-for-balance-rehabilitation-in-patients-with-parkinson-s-disease-a-comparative-study
#13
Stefano Negrini, Luciano Bissolotti, Alessandro Ferraris, Fulvia Noro, Mark D Bishop, Jorge Hugo Villafañe
BACKGROUND: Impaired postural stability places individuals with Parkinson's disease (PD) at an increased risk for falls. OBJECTIVE: We evaluated the effectiveness of 10 vs. 15 sessions of Nintendo Wii Fit for balance recovery for outpatients PD. METHODS: Twenty-seven patients, 48.1% female (66 ± 8 years), with PD. Patients with PD were consecutively assigned to one of two groups receiving either 10 or 15 sessions (low dose or high dose group, respectively) with Nintendo Wii Fit in recovering balancing ability...
January 2017: Journal of Bodywork and Movement Therapies
https://www.readbyqxmd.com/read/28135114/videogame-related-illness-and-injury-a-review-of-the-literature-and-predictions-for-pok%C3%A3-mon-go
#14
Ali Pourmand, Kevin Lombardi, Evan Kuhl, Francis O'Connell
OBJECTIVE: Reports of videogame-related illness and injury soon emerged in the literature with the inception of videogame systems and subsequent development of novel gaming platforms and technologies. In an effort to better detail the impacts of these phenomena and provide recommendations for injury prevention as it relates to Pokémon Go and the larger world of augmented reality games, we conducted an extensive systems-based review of past trends in videogame-related illness and injury from the literature...
February 2017: Games for Health
https://www.readbyqxmd.com/read/28026984/examining-changes-to-center-of-pressure-during-the-first-trials-of-wii-gameplay
#15
Rebecca Reed-Jones, Laura Carvalho, Chelsey Sanderson, William Montelpare, Nicholas Murray, Douglas Powell
OBJECTIVE: Use of the Nintendo Wii™ as a balance assessment and rehabilitation tool continues to grow. One advantage of the Wii is that games can serve as a virtual reality training tool; however, a disadvantage of the Wii is the human-machine interface and the learning effect over multiple trials. The purpose of this study was to assess changes in postural control during Wii gameplay over a series of trials in novice players. MATERIALS AND METHODS: Thirty-one university athletes (aged 18-25 years) completed four trials of the Nintendo Wii Fit™ soccer heading (SH) balance game...
February 2017: Games for Health
https://www.readbyqxmd.com/read/27995527/unilateral-lower-limb-strength-assessed-using-the-nintendo-wii-balance-board-a-simple-and-reliable-method
#16
A W Blomkvist, S Andersen, E de Bruin, M G Jorgensen
BACKGROUND: Lower limb weakness is an important risk factor for fall accidents and a predictor for all-cause mortality among older adults. Unilateral whole-lower limb strength may be a better measure of fall risk than the bilateral measure. In addition, a number of clinical conditions affect only one leg, and thus this type of assessment is relevant in clinical settings. AIM: To explore the intra-rater reproducibility of the Nintendo Wii Balance Board (WBB) to measure unilateral whole-lower limb strength and to compare the method with stationary isometric muscle apparatus (SID)...
December 19, 2016: Aging Clinical and Experimental Research
https://www.readbyqxmd.com/read/27960603/elderly-people-s-perceptions-of-using-wii-sports-bowling-a-qualitative-study
#17
Fredrik Glännfjord, Helena Hemmingsson, Åsa Larsson Ranada
The Nintendo Wii is a gaming console with motion-sensitive controls that is making inroads into health care and rehabilitation. However, there is still limited knowledge on how elderly people perceive the use of such a product. The aim of this study was to examine how the use of the Wii Sports Bowling in an activity group was perceived by elderly people. The data consisted of observations and interviews with participants who used Wii Sports Bowling and was analysed with content analysis. The findings are described in three themes; 'The use of the Wii Sports game', 'Engagement in the game' and 'Social interaction around the activity'...
December 14, 2016: Scandinavian Journal of Occupational Therapy
https://www.readbyqxmd.com/read/27942130/effects-of-virtual-reality-training-using-nintendo-wii-and-treadmill-walking-exercise-on-balance-and-walking-for-stroke-patients
#18
Yo-Soon Bang, Kyung Hyun Son, Hyun Jin Kim
[Purpose] The purpose of this study is to investigate the effects of virtual reality training using Nintendo Wii on balance and walking for stroke patients. [Subjects and Methods] Forty stroke patients with stroke were randomly divided into two exercise program groups: virtual reality training (n=20) and treadmill (n=20). The subjects underwent their 40-minute exercise program three times a week for eight weeks. Their balance and walking were measured before and after the complete program. We measured the left/right weight-bearing and the anterior/posterior weight-bearing for balance, as well as stance phase, swing phase, and cadence for walking...
November 2016: Journal of Physical Therapy Science
https://www.readbyqxmd.com/read/27939651/reproducibility-and-validity-of-the-nintendo-wii-balance-board-for-measuring-shoulder-sensorimotor-control-in-prone-lying
#19
H Eshoj, Birgit Juul-Kristensen, Rene Gam Bender Jørgensen, Karen Søgaard
INTRODUCTION: For the lower limbs, the Nintendo Wii Balance Board (NWBB) has been widely used to measure postural control. However, this has not been performed for upper limb measurements. Further, the NWBB has shown to produce more background noise with decreasing loads, which may be of concern when used for upper limb testing. The aim was to investigate reproducibility and validity of the NWBB. METHODS: A test-retest design was performed with 68 subjects completing three different prone lying, upper limb weight-bearing balance tasks on a NWBB: two-arms, eyes closed (1) one-arm, non-dominant/non-injured (2) and one-arm, dominant/injured (3)...
December 5, 2016: Gait & Posture
https://www.readbyqxmd.com/read/27928870/balance-evaluation-in-haemophilic-preadolescent-patients-using-nintendo-wii-balance-board-%C3%A2
#20
S Pérez-Alenda, J J Carrasco, M Aguilar-Rodríguez, L Martínez-Gómez, M Querol-Giner, R Cuesta-Barriuso, A Torres-Ortuño, F Querol
INTRODUCTION: Alterations in the musculoskeletal system, especially in the lower limbs, limit physical activity and affect balance and walking. Postural impairments in haemophilic preteens could increase the risk of bleeding events and deteriorate the physical condition, promoting the progression of haemophilic arthropathy. AIM: This study aims to evaluate static postural balance in haemophilic children, assessed by means of the Wii Balance Board(®) (WBB). METHODS: Nineteen children with haemophilia and 19 without haemophilia aged 9-10 years, have participated in this study...
January 2017: Haemophilia: the Official Journal of the World Federation of Hemophilia
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