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Ayesha Afridi, Arshad Nawaz Malik, Shaukat Ali, Imran Amjad
The Nintendo Wii-fit plus is a type of Virtual Reality exer-gaming with graphical and auditory response system. A case series was conducted at Shifa Tamer-e-Millat University Islamabad from January-July 2016. Sixteen adults more than 60 years age (07 males and 09 females) were recruited through convenient sampling. The specified Wii fit plus training was provided to all patients and the games included the Soccer heading, Ski slalom, table tilt and yoga. Berg balance test, time up and go and functional reach test were used before and after 06 weeks of treatment (4 days / week)...
March 2018: JPMA. the Journal of the Pakistan Medical Association
Garam Jo, Brenda Rossow-Kimball, Gwitaek Park, Yongho Lee
The purpose of this study was to examine the effects of virtual reality exercise (VRE) using Nintendo Wii-Fit on physical fitness of Korean adults with schizophrenia living in a mental health facility located in South Korea. Two male participants diagnosed with schizophrenia, ages 53 and 61, were recruited and selected for inclusion in this study. The intervention using the Nintendo Wii-Fit consisted of 35-min sessions, 3 times per week for 8 weeks and was facilitated by the primary researcher and two graduate students...
February 2018: Journal of Exercise Rehabilitation
Alessandro Mengarelli, Federica Verdini, Stefano Cardarelli, Francesco Di Nardo, Laura Burattini, Sandro Fioretti
Testing balance through squatting exercise is a central part of many rehabilitation programs and sports and plays also an important role in clinical evaluation of residual motor ability. The assessment of center of pressure (CoP) displacement and its parametrization is commonly used to describe and analyze squat movement and the laboratory-grade force plates (FP) are the gold standard for measuring balance performances from a dynamic view-point. However, the Nintendo Wii Balance Board (NWBB) has been recently proposed as an inexpensive and easily available device for measuring ground reaction force and CoP displacement in standing balance tasks...
February 5, 2018: Journal of Biomechanics
Cuan M Harrington, Vishwa Chaitanya, Patrick Dicker, Oscar Traynor, Dara O Kavanagh
BACKGROUND: Video gaming demands elements of visual attention, hand-eye coordination and depth perception which may be contiguous with laparoscopic skill development. General video gaming has demonstrated altered cortical plasticity and improved baseline/acquisition of minimally invasive skills. The present study aimed to evaluate for skill acquisition associated with a commercially available dedicated laparoscopic video game (Underground) and its unique (laparoscopic-like) controller for the Nintendo®Wii U™ console...
February 14, 2018: Surgical Endoscopy
Martin Grønbech Jørgensen, Jesper Ryg, Mathias Brix Danielsen, Pascal Madeleine, Stig Andersen
BACKGROUND: Hypertension markedly increases the risk of cardiovascular diseases and overall mortality. Lifestyle modifications, such as increased levels of physical activity, are recommended as the first line of anti-hypertensive treatment. A recent systematic review showed that isometric handgrip (IHG) training was superior to traditional endurance and strength training in lowering resting systolic blood pressure (SBP). The average length of previous IHG training studies is approximately 7...
February 9, 2018: Trials
Kijong Kim, Bongsam Choi, Wootaek Lim
PURPOSE: Virtual reality (VR) training, a virtual environment commonly generated by computer systems, may enhance the therapeutic efficacy of functional rehabilitation programmes. The aim of this study was to investigate the efficacy of a VR assisted intervention (VRAI) versus traditional rehabilitation intervention (TRI) on functional ankle instability (FAI). METHODS: A single-blind randomized controlled study was conducted with 10 subjects for each group. The VRAI was conducted with the Nintendo Wii Fit Plus, whilst the TRI was conducted with a series of exercises with theraband...
January 31, 2018: Disability and Rehabilitation. Assistive Technology
Helge Schumacher, Sabrina Stüwe, Peter Kropp, Doreen Diedrich, Sebastian Freitag, Nico Greger, Christian Junghanss, Mathias Freund, Inken Hilgendorf
The positive effects of physical and sports therapy for strain dependent physical practice and improved quality of life (QoL) are well known. Nevertheless, the available capacities and problem-oriented therapies in the setting of hematopoietic stem cell transplantation (HSCT) are limited. We conducted a prospective, randomized study among 42 HSCT recipients in order to investigate the influence of exergaming on Nintendo Wii® or classical physiotherapy (PT) on physical fitness and psychological well-being. The trial included evaluation of muscle strength, endurance, physical activity, distress, QoL, anxiety, and depression...
January 15, 2018: Bone Marrow Transplantation
Steven Morrison, Rachel Simmons, Sheri R Colberg, Henri K Parson, Aaron I Vinik
OBJECTIVES: This study examined the benefits of and differences between 12 weeks of thrice-weekly supervised balance training and an unsupervised at-home balance activity (using the Nintendo Wii Fit) for improving balance and reaction time and lowering falls risk in older individuals with type 2 diabetes mellitus (T2DM). DESIGN: Before-after trial. SETTING: University research laboratory, home environment. PARTICIPANTS: Sixty-five older adults with type 2 diabetes were recruited for this study...
December 27, 2017: Journal of the American Medical Directors Association
Andreas W Blomkvist, Fredrik Eika, Martin T Rahbek, Karin D Eikhof, Mette D Hansen, Malene Søndergaard, Jesper Ryg, Stig Andersen, Martin G Jørgensen
BACKGROUND: Falls among older adults is one of the major public health challenges facing the rapidly changing demography. The valid assessment of reaction time (RT) and other well-documented risk factors for falls are mainly restricted to specialized clinics due to the equipment needed. The Nintendo Wii Balance Board has the potential to be a multi-modal test and intervention instrument for these risk factors, however, reference data are lacking. OBJECTIVE: To provide RT reference data and to characterize the age-related changes in RT measured by the Nintendo Wii Balance Board...
2017: PloS One
Stephanie Glegg
Virtual, augmented, and mixed reality environments are increasingly being developed and used to address functional rehabilitation goals related to physical, cognitive, social, and psychological impairments. For example, a child with an acquired brain injury may participate in virtual rehabilitation to address impairments in balance, attention, turn taking, and engagement in therapy. The trend toward virtual rehabilitation first gained momentum with the adoption of commercial off-the-shelf active video gaming consoles (e...
November 2017: IEEE Pulse
Go Yamako, Etsuo Chosa, Koji Totoribe, Yuu Fukao, Gang Deng
Simple methods for quantitative evaluations of individual motor performance are crucial for the early detection of motor deterioration. Sit-to-stand movement from a chair is a mechanically demanding component of activities of daily living. Here, we developed a novel method using the ground reaction force and center of pressure measured from the Nintendo Wii Balance Board to quantify sit-to-stand movement (sit-to-stand score) and investigated the age-related change in the sit-to-stand score as a method to evaluate reduction in motor performance...
2017: PloS One
Nobuko Shimizu, Tomohiro Umemura, Masahiro Matsunaga, Takayoshi Hirai
Hypofrontality is a state of decreased cerebral blood flow in the prefrontal cortex during executive function performance; it is commonly observed in patients with schizophrenia. Cognitive dysfunction, as well as the psychological symptoms of schizophrenia, influences the ability of patients to reintegrate into society. The current study investigated the effects of an interactive sports video game (IVG; Nintendo Wii™ Sports Resort) on frontal lobe function of patients with schizophrenia. A sample of eight patients (6 male and 2 female; mean age = 46...
2017: PloS One
Bita Imam, William C Miller, Heather C Finlayson, Janice J Eng, Tal Jarus
BACKGROUND: Despite the popularity of commercial games in lower limb prosthetic rehabilitation, data about their prevalence of use as well as therapists' perspectives about these games are still lacking. OBJECTIVES: To learn about the prevalence of use of commercial games in lower limb prosthetic rehabilitation and therapists' perspectives about these games. STUDY DESIGN: Cross-sectional. METHODS: An online survey was sent to physical and occupational therapists across prosthetic rehabilitation facilities in Canada...
November 1, 2017: Prosthetics and Orthotics International
Adriani A Carregosa, Luan Rafael Aguiar Dos Santos, Marcelo R Masruha, Marília Lira da S Coêlho, Tácia C Machado, Daniele Costa B Souza, Gustavo Luan L Passos, Erika P Fonseca, Nildo Manoel da S Ribeiro, Ailton de Souza Melo
OBJECTIVE: To evaluate in the follow-up the sensory-motor recovery and quality of life patients 2 months after completion of the Nintendo Wii console intervention and determine whether learning retention was obtained through the technique. METHODS: Five hemiplegics patients participated in the study, of whom 3 were male with an average age of 54.8 years (SD = 4.6). Everyone practiced Nintendo Wii therapy for 2 months (50 minutes/day, 2 times/week, during 16 sessions)...
October 31, 2017: Journal of Stroke and Cerebrovascular Diseases: the Official Journal of National Stroke Association
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
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...
December 2017: Games for Health
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
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
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
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
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