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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
#1
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
#2
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/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/28600111/do-active-video-games-benefit-the-motor-skill-development-of-non-typically-developing-children-and-adolescents-a-systematic-review
#5
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/28582885/home-based-nintendo-wii-training-to-improve-upper-limb-function-in-children-ages-7-to-12-with-spastic-hemiplegic-cerebral-palsy
#6
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/28495201/self-reported-balance-status-is-not-a-reliable-indicator-of-balance-performance-in-adolescents-at-one-month-post-concussion
#7
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/28451603/balance-markers-in-adolescents-at-1-month-postconcussion
#8
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/28418752/a-pilot-study-of-the-attractive-features-of-active-videogames-among-chinese-primary-school-children
#9
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
#10
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
#11
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
#12
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
#13
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
#14
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
#15
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
#16
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
#17
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...
2017: NeuroRehabilitation
https://www.readbyqxmd.com/read/28207400/a-low-cost-adaptive-balance-training-platform-for-stroke-patients-a-usability-study
#18
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
#19
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
#20
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...
May 2017: Veterinary Radiology & Ultrasound
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