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https://www.readbyqxmd.com/read/27928870/balance-evaluation-in-haemophilic-preadolescent-patients-using-nintendo-wii-balance-board-%C3%A2
#1
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...
December 8, 2016: Haemophilia: the Official Journal of the World Federation of Hemophilia
https://www.readbyqxmd.com/read/27917380/effect-of-dynamic-temperature-stimulus-to-plantar-surface-of-the-foot-in-the-standing-position
#2
Ryo Watanabe, Hiroyuki Kajimoto
We have previously found that a vertical force or tactile sensation occurs when the temperature of a participant's skin changes rapidly. In this illusion, upward motion, pressure, or force sensation is elicited when stimulus temperature rises rapidly, whereas in the opposite case, downward motion or pulling sensation is elicited. In this paper, we applied this phenomenon to the sole (plantar surface of the foot) to present the sensation of ground slope. To investigate this, we conducted an experiment that measured the correlation between stimulation temperature and front-back direction position of the center of gravity...
2016: Frontiers in Bioengineering and Biotechnology
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
#3
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
#4
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/27855310/between-leg-differences-in-challenging-single-limb-balance-performance-one-year-following-anterior-cruciate-ligament-reconstruction
#5
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
#6
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
#7
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/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/27742605/the-narrative-impact-of-active-video-games-on-physical-activity-among-children-a-feasibility-study
#9
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
#10
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/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
#11
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/27699081/fear-of-falling-correlates-with-subtle-neuromuscular-balance-and-strength-deficits-of-fragility-fracture-patients
#12
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
#13
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/27631319/impact-of-super-monkey-ball-and-underground-video-games-on-basic-and-advanced-laparoscopic-skill-training
#14
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
https://www.readbyqxmd.com/read/27630446/change-in-functional-balance-after-an-exercise-program-with-nintendo-wii-in-latino-patients-with-cerebral-palsy-a-case-series
#15
Valeska Gatica-Rojas, Ricardo Cartes-Velásquez, Guillermo Méndez-Rebolledo, Felipe Olave-Godoy, David Villalobos-Rebolledo
[Purpose] This study aimed to explore the possibility of improving functional balance using an exercise program with Nintendo and the Balance Board peripheral in subjects with cerebral palsy. [Subjects and Methods] This study included 4 male outpatients of a neurological center. All participants received an exercise program based on the use of Nintendo with the Balance Board peripheral. Training consisted of three 25-min sessions per week for 6 weeks. Each session was guided by a physical therapist. Timed up-and-go and one-leg standing tests were conducted before and after the intervention...
August 2016: Journal of Physical Therapy Science
https://www.readbyqxmd.com/read/27538127/effects-of-a-nintendo-wii-exercise-program-on-spasticity-and-static-standing-balance-in-spastic-cerebral-palsy
#16
Valeska Gatica-Rojas, Ricardo Cartes-Velásquez, Guillermo Méndez-Rebolledo, Eduardo Guzman-Muñoz, L Eduardo Cofré Lizama
OBJECTIVE: This study sought to evaluate the effects of a Nintendo Wii Balance Board (NWBB) intervention on ankle spasticity and static standing balance in young people with spastic cerebral palsy (SCP). METHODS: Ten children and adolescents (aged 72-204 months) with SCP participated in an exercise program with NWBB. The intervention lasted 6 weeks, 3 sessions per week, 25 minutes for each session. Ankle spasticity was assessed using the Modified Modified Ashworth Scale (MMAS), and static standing balance was quantified using posturographic measures (center-of-pressure [CoP] measures)...
August 18, 2016: Developmental Neurorehabilitation
https://www.readbyqxmd.com/read/27508968/the-use-of-commercial-video-games-in-rehabilitation-a-systematic-review
#17
Bruno Bonnechère, Bart Jansen, Lubos Omelina, Serge Van Sint Jan
The aim of this paper was to investigate the effect of commercial video games (VGs) in physical rehabilitation of motor functions. Several databases were screened (Medline, SAGE Journals Online, and ScienceDirect) using combinations of the following free-text terms: commercial games, video games, exergames, serious gaming, rehabilitation games, PlayStation, Nintendo, Wii, Wii Fit, Xbox, and Kinect. The search was limited to peer-reviewed English journals. The beginning of the search time frame was not restricted and the end of the search time frame was 31 December 2015...
August 9, 2016: International Journal of Rehabilitation Research. Revue Internationale de Recherches de Réadaptation
https://www.readbyqxmd.com/read/27496921/effects-of-wiiactive-exercises-on-fear-of-falling-and-functional-outcomes-in-community-dwelling-older-adults-a-randomised-control-trial
#18
Boon Chong Kwok, Yong Hao Pua
BACKGROUND: the study compares the effects of a Nintendo Wii exercise programme and a standard Gym-based exercise intervention on fear of falling, knee strength, physical function and falls rate in older adults. METHODS: eighty community-dwelling adults aged 60 years and above with short physical performance battery score of 5-9 points and modified falls efficacy scale (MFES) score of ≤9 points participated in the parallel-group randomised trial. Each intervention arm involved an hour of intervention per week, totalling 12 sessions over 12 weeks...
September 2016: Age and Ageing
https://www.readbyqxmd.com/read/27490545/preprocessing-the-nintendo-wii-board-signal-to-derive-more-accurate-descriptors-of-statokinesigrams
#19
Julien Audiffren, Emile Contal
During the past few years, the Nintendo Wii Balance Board (WBB) has been used in postural control research as an affordable but less reliable replacement for laboratory grade force platforms. However, the WBB suffers some limitations, such as a lower accuracy and an inconsistent sampling rate. In this study, we focus on the latter, namely the non uniform acquisition frequency. We show that this problem, combined with the poor signal to noise ratio of the WBB, can drastically decrease the quality of the obtained information if not handled properly...
2016: Sensors
https://www.readbyqxmd.com/read/27423302/the-effect-of-exergames-on-functional-strength-anaerobic-fitness-balance-and-agility-in-children-with-and-without-motor-coordination-difficulties-living-in-low-income-communities
#20
Bouwien C M Smits-Engelsman, L Dorothee Jelsma, Gillian D Ferguson
Children with Developmental Coordination Disorder (DCD) are physically less active, preferring more sedentary behavior and are at risk of developing health problems or becoming overweight. 18 children (age 6-10years) with lower levels of motor coordination attending a primary school in a low-income community in South Africa (score on Movement Assessment Battery for Children Second edition equal to or below the 5th percentile) were selected to participate in the study and were age-matched with typically developing peers (TD)...
July 13, 2016: Human Movement Science
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