Literature DB >> 22436308

Nintendo wii sports and wii fit game analysis, validation, and application to stroke rehabilitation.

Judith E Deutsch1, Arielle Brettler, Caroline Smith, Jamie Welsh, Roshan John, Phyllis Guarrera-Bowlby, Michal Kafri.   

Abstract

BACKGROUND: Interactive video gaming has become ubiquitous in the practice of rehabilitation. The Nintendo Wii is one such system. Interactive gaming can promote intensive task-based therapy in a manner that is motivating for the user. Widespread enthusiasm for consoles and their games prompted us to analyze the games for their rehabilitation elements related to improving balance and mobility for individuals poststroke.
PURPOSE: The purpose of this article is to provide a game analysis for clinical application and evaluation of the game elements for research on interactive video gaming.
METHODS: Using a team of game players and raters, 5 tables (1 for the Wii Sports and 4 for the Wii Fit) were developed and validated. The tables consist of 3 categories: game description, impairments targeted (strength, endurance, balance, and coordination), and feedback provided (knowledge of performance [KP] and knowledge of results [KR]). Two domain content experts established face validity. Construct validity was performed by 2 therapist-raters who had more than 15 years' clinical experience and postgraduate training in motor learning. Observations about the games including the fidelity of the interfaces, the nature of the feedback, and some of the challenges to adapting the games for rehabilitation are presented.
RESULTS: An 80% agreement between raters set as the criterion for establishing the construct validity was met for feedback evaluation. There was 100% agreement on impairment ratings. Games provide a greater amount of KR compared with KP.
CONCLUSION: Given the preponderance of KR, therapists will need to monitor motor performance. Adaptation of interactive video consoles for rehabilitation requires careful evaluation of the games' attributes using relevant rehabilitation construits.

Entities:  

Mesh:

Year:  2011        PMID: 22436308     DOI: 10.1310/tsr1806-701

Source DB:  PubMed          Journal:  Top Stroke Rehabil        ISSN: 1074-9357            Impact factor:   2.119


  32 in total

1.  The effects of the Nintendo™ Wii Fit on gait, balance, and quality of life in individuals with incomplete spinal cord injury.

Authors:  Tracy Wall; Richard Feinn; Kevin Chui; M Samuel Cheng
Journal:  J Spinal Cord Med       Date:  2015-01-23       Impact factor: 1.985

2.  "Kinect-ing" with clinicians: a knowledge translation resource to support decision making about video game use in rehabilitation.

Authors:  Danielle Levac; Deborah Espy; Emily Fox; Sujata Pradhan; Judith E Deutsch
Journal:  Phys Ther       Date:  2014-09-25

3.  Virtual Reality and Serious Games in Neurorehabilitation of Children and Adults: Prevention, Plasticity, and Participation.

Authors:  Judith E Deutsch; Sarah Westcott McCoy
Journal:  Pediatr Phys Ther       Date:  2017-07       Impact factor: 3.049

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

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

5.  Upper limb muscle activation during sports video gaming of persons with spinal cord injury.

Authors:  Jeffrey P Jaramillo; M Elise Johanson; B Jenny Kiratli
Journal:  J Spinal Cord Med       Date:  2018-04-04       Impact factor: 1.985

Review 6.  Virtual reality in research and rehabilitation of gait and balance in Parkinson disease.

Authors:  Colleen G Canning; Natalie E Allen; Evelien Nackaerts; Serene S Paul; Alice Nieuwboer; Moran Gilat
Journal:  Nat Rev Neurol       Date:  2020-06-26       Impact factor: 42.937

7.  Effects of virtual reality-based training and task-oriented training on balance performance in stroke patients.

Authors:  Hyung Young Lee; You Lim Kim; Suk Min Lee
Journal:  J Phys Ther Sci       Date:  2015-06-30

8.  Kinematic effect of Nintendo Wii(TM) sports program exercise on obstacle gait in elderly women with falling risk.

Authors:  Dae-In Jung; Dae-Sik Ko; Mi-Ae Jeong
Journal:  J Phys Ther Sci       Date:  2015-05-26

9.  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

10.  Effect of the Wii Sports Resort on Mobility and Health-Related Quality of Life in Moderate Stroke.

Authors:  Iratxe Unibaso-Markaida; Ioseba Iraurgi
Journal:  Behav Neurol       Date:  2021-06-28       Impact factor: 3.342

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