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https://www.readbyqxmd.com/read/29289541/supervised-balance-training-and-wii-fit-based-exercises-lower-falls-risk-in-older-adults-with-type-2-diabetes
#1
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
https://www.readbyqxmd.com/read/29287063/reference-data-on-reaction-time-and-aging-using-the-nintendo-wii-balance-board-a-cross-sectional-study-of-354-subjects-from-20-to-99-years-of-age
#2
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
https://www.readbyqxmd.com/read/29155369/virtual-rehabilitation-with-children-challenges-for-clinical-adoption-from-the-field
#3
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
https://www.readbyqxmd.com/read/29136031/quantification-of-the-sit-to-stand-movement-for-monitoring-age-related-motor-deterioration-using-the-nintendo-wii-balance-board
#4
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
https://www.readbyqxmd.com/read/29131826/an-interactive-sports-video-game-as-an-intervention-for-rehabilitation-of-community-living-patients-with-schizophrenia-a-controlled-single-blind-crossover-study
#5
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
https://www.readbyqxmd.com/read/29126375/a-clinical-survey-about-commercial-games-in-lower-limb-prosthetic-rehabilitation
#6
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
https://www.readbyqxmd.com/read/29100855/virtual-rehabilitation-through-nintendo-wii-in-poststroke-patients-follow-up
#7
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
https://www.readbyqxmd.com/read/29045949/effectiveness-of-a-home-based-active-video-game-programme-in-young-cystic-fibrosis-patients
#8
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
https://www.readbyqxmd.com/read/29016200/analysis-of-movement-acceleration-of-down-s-syndrome-teenagers-playing-computer-games
#9
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...
October 10, 2017: Games for Health
https://www.readbyqxmd.com/read/28954791/mii-vitalise-a-pilot-randomised-controlled-trial-of-a-home-gaming-system-nintendo-wii-to-increase-activity-levels-vitality-and-well-being-in-people-with-multiple-sclerosis
#10
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
https://www.readbyqxmd.com/read/28890847/the-contribution-of-nintendo-wii-fit-series-in-the-field-of-health-a-systematic-review-and-meta-analysis
#11
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
https://www.readbyqxmd.com/read/28822327/improvements-in-balance-control-in-individuals-with-pcs-detected-following-vestibular-training-a-case-study
#12
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
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
#13
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
#14
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
#15
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
#16
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
#17
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
#18
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
#19
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
#20
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
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