Literature DB >> 20628305

The utility of a video game system in rehabilitation of burn and nonburn patients: a survey among occupational therapy and physiotherapy practitioners.

Vera Fung1, Ken So, Esther Park, Aileen Ho, Jennifer Shaffer, Elaine Chan, Manuel Gomez.   

Abstract

The objective of this study was to investigate perceptions of occupational therapists and physiotherapists on the use of Nintendo Wii™ (Nintendo of America Inc., Redmond, WA) in rehabilitation. Occupational therapists and physiotherapists in a rehabilitation hospital trialed four Wii games that addressed physical movement, balance, coordination, and cognitive performance. Then, they completed an opinion survey on the utility of Wii in rehabilitation. The results were compared between burn care therapists (BTs) and nonburn care therapists, using chi(2) with a P < .05 considered significant. The participation rate was 79% (63/80), and they agreed that Wii was easy to set up (71%), operate (68%), and safe to use (76%). Participants agreed that Wii would be beneficial in outpatient (76%) and inpatient (65%) settings and that it could improve treatment compliance (73%). Participants recommended 15 to 30-minute Wii intervention (59%) daily (81%) and twice per week (43%). Participants believed that neurologic (71%), trauma (68%), burn (59%), and musculoskeletal (49%) patients would benefit from Wii intervention but not cardiac (43%) or organ transplant patients (18%). Participants believed that outcomes using Wii could be measured reliably (49%), and skills learned while playing could be transferable to daily function (60%). The significant differences between BTs and nonburn care therapists' perceptions are that BT-treated younger patients (21-40 years vs >60 years, P < .05) and BT favored the therapeutic benefit of Wii in rehabilitation (93% vs 58%, P = .02), specifically in burn rehabilitation (85% vs 39%, P = .001). Occupational therapists and physiotherapists favored the use of Wii in rehabilitation as an adjunct to traditional therapy because it is therapeutic, engaging, and may increase patient participation in rehabilitation.

Entities:  

Mesh:

Year:  2010        PMID: 20628305     DOI: 10.1097/BCR.0b013e3181eed23c

Source DB:  PubMed          Journal:  J Burn Care Res        ISSN: 1559-047X            Impact factor:   1.845


  6 in total

1.  Effects of Wii balance board exercises on balance after posterior cruciate ligament reconstruction.

Authors:  Urška Puh; Nia Majcen; Sonja Hlebš; Darja Rugelj
Journal:  Knee Surg Sports Traumatol Arthrosc       Date:  2013-04-25       Impact factor: 4.342

2.  Physical activity among persons aging with mobility disabilities: shaping a research agenda.

Authors:  Dori E Rosenberg; Charles H Bombardier; Jeanne M Hoffman; Basia Belza
Journal:  J Aging Res       Date:  2011-06-26

3.  Training Advanced Practice Providers to Collect Functional Outcomes After Fragility Fractures.

Authors:  Tiffany L Wang; Tyler D Ames; Khoi M Le; Corinne Wee; Laura S Phieffer; Carmen E Quatman
Journal:  Geriatr Orthop Surg Rehabil       Date:  2015-09

4.  Movement-based interaction applied to physical rehabilitation therapies.

Authors:  Juan Enrique Garrido Navarro; Victor Manuel Ruiz Penichet; María Dolores Lozano Pérez
Journal:  J Med Internet Res       Date:  2014-12-09       Impact factor: 5.428

5.  Effects of Virtual Reality on Cardiac Rehabilitation Programs for Ischemic Heart Disease: A Randomized Pilot Clinical Trial.

Authors:  Sara García-Bravo; Roberto Cano-de-la-Cuerda; Joaquín Domínguez-Paniagua; Raquel Campuzano-Ruiz; Estrella Barreñada-Copete; María Jesús López-Navas; Aurora Araujo-Narváez; Cristina García-Bravo; Mariano Florez-Garcia; Javier Botas-Rodríguez; Alicia Cuesta-Gómez
Journal:  Int J Environ Res Public Health       Date:  2020-11-16       Impact factor: 3.390

6.  Comment on: Problematic online gaming and the COVID-19 pandemic - The role of exergames.

Authors:  Ricardo B Viana; Rodrigo L Vancini; Wellington F Silva; Naiane S Morais; Vinnycius N de Oliveira; Marília S Andrade; Claudio A B de Lira
Journal:  J Behav Addict       Date:  2021-03-04       Impact factor: 6.756

  6 in total

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