Literature DB >> 21979851

The utilization of Nintendo® Wii™ during burn rehabilitation: a pilot study.

Sam K Yohannan1, Patricia A Tufaro, Hope Hunter, Lauren Orleman, Sara Palmatier, Canace Sang, Delia I Gorga, Roger W Yurt.   

Abstract

The purpose of this study was to demonstrate feasibility and measure outcomes on pain, anxiety, active range of motion (AROM), function, enjoyment, and presence with the adjunctive use of Nintendo® Wii™ (Nintendo of America Inc., Redmond, WA) during acute burn rehabilitation. Participants were alternated and stratified based on the location of burn into Wii or control treatment groups. Joints of interest with limited AROM were the shoulder, elbow, wrist, hip, knee, and ankle. All participants received three consecutive sessions of passive range of motion and predetermined joint-specific exercises. This was followed by either designated Wii games or therapist-chosen interventions (control). The outcomes were compared between groups using t-tests (P < .05) and Cohen's d statistic. Data from 23 participants aged 20 to 78 years were analyzed. The difference in mean slopes suggested that the Wii group experienced less pain (x = -0.97, P = .07) than the control group over time. Overall, trends with anxiety (x = -0.1l, P = .77), AROM (x = 0.55, P = .81), function (x = -0.38, P = .43), and enjoyment (x = 0.09, P = .73) seemed to favor the Wii group. Presence minimally changed between successive treatment sessions for those in the Wii group. Although statistical significance was not reached in any category, feasibility was supported and the overall pattern for outcomes was positive for the Wii group, the most favorable being for pain reduction. Future research with larger sample sizes is warranted to explore best practice with video game technology throughout the continuum of burn rehabilitation with appropriate prescriptions.

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Year:  2012        PMID: 21979851     DOI: 10.1097/BCR.0b013e318234d8ef

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


  5 in total

1.  Therapeutic Uses of Active Videogames: A Systematic Review.

Authors:  Amanda E Staiano; Rachel Flynn
Journal:  Games Health J       Date:  2014-09-16

Review 2.  Virtual Reality in the Rehabilitation of Patients with Injuries and Diseases of Upper Extremities.

Authors:  Pinar Tokgöz; Susanne Stampa; Dirk Wähnert; Thomas Vordemvenne; Christoph Dockweiler
Journal:  Healthcare (Basel)       Date:  2022-06-16

Review 3.  Simulated activity but real trauma: a systematic review on Nintendo Wii injuries based on a case report of an acute anterior cruciate ligament rupture.

Authors:  Sebastian A Müller; Patrick Vavken; Geert Pagenstert
Journal:  Medicine (Baltimore)       Date:  2015-03       Impact factor: 1.889

Review 4.  A Systematic Review of the Effectiveness of Virtual Reality-Based Interventions on Pain and Range of Joint Movement Associated with Burn Injuries.

Authors:  Elisa María Garrido-Ardila; María Santos-Domínguez; Juan Rodríguez-Mansilla; Silvia Teresa Torres-Piles; María Trinidad Rodríguez-Domínguez; Blanca González-Sánchez; María Jiménez-Palomares
Journal:  J Pers Med       Date:  2022-07-31

5.  The use of Xbox Kinect™ in a Paediatric Burns Unit.

Authors:  Eleonora I Lozano; Joanne L Potterton
Journal:  S Afr J Physiother       Date:  2018-04-09
  5 in total

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