Literature DB >> 22609042

Assessment of the postural control strategies used to play two Wii Fit™ videogames.

A Michalski1, C M Glazebrook, A J Martin, W W N Wong, A J W Kim, K D Moody, N M Salbach, B Steinnagel, J Andrysek, R Torres-Moreno, K F Zabjek.   

Abstract

The Nintendo Wii Fit™ may provide an affordable alternative to traditional biofeedback or virtual reality systems for retraining or improving motor function in populations with impaired balance. The purpose of this study was to evaluate postural control strategies healthy individuals use to play Wii Fit™ videogames. Sixteen young adults played 10 trials of Ski Slalom and Soccer Heading respectively. Centre of pressure (COP) excursion and three-dimensional movement data were acquired to determine variability in medial-lateral COP sway and shoulder-pelvic movement. While there was no difference in medial-lateral COP variability between games during trial 1, there was a significant difference after 10 trials. COP sway increased (59-75 mm) for Soccer Heading while it decreased (67-33 mm) for Ski Slalom from trial 1 to trial 10. During Ski Slalom participants demonstrated decreased shoulder and pelvic movement combined with increased pelvic-shoulder coupling. Conversely, participants demonstrated greater initial shoulder tilt when playing Soccer Heading, with no reduction in pelvic rotation and tilt. Participants decreased pelvic and trunk movements when skiing, suggesting a greater contribution of lower extremity control while they primarily used a trunk strategy to play Soccer Heading.
Copyright © 2012 Elsevier B.V. All rights reserved.

Entities:  

Mesh:

Year:  2012        PMID: 22609042     DOI: 10.1016/j.gaitpost.2012.04.005

Source DB:  PubMed          Journal:  Gait Posture        ISSN: 0966-6362            Impact factor:   2.840


  10 in total

Review 1.  Reliability and validity evidence of multiple balance assessments in athletes with a concussion.

Authors:  Nicholas Murray; Anthony Salvatore; Douglas Powell; Rebecca Reed-Jones
Journal:  J Athl Train       Date:  2014-06-16       Impact factor: 2.860

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

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

3.  Virtual reality training improves dynamic balance in children with cerebral palsy.

Authors:  Morteza Pourazar; Fazlolah Bagherzadeh; Fatemeh Mirakhori
Journal:  Int J Dev Disabil       Date:  2019-10-26

4.  Wii-based Balance Therapy to Improve Balance Function of Children with Cerebral Palsy: A Pilot Study.

Authors:  Devrim Tarakci; Arzu Razak Ozdincler; Ela Tarakci; Fatih Tutuncuoglu; Meral Ozmen
Journal:  J Phys Ther Sci       Date:  2013-10-20

5.  Virtual reality training improves balance function.

Authors:  Yurong Mao; Peiming Chen; Le Li; Dongfeng Huang
Journal:  Neural Regen Res       Date:  2014-09-01       Impact factor: 5.135

6.  [Impact of a virtual reality-based intervention on motor performance and balance of a child with cerebral palsy: a case study].

Authors:  Silvia Leticia Pavão; Joice Luiza Bruno Arnoni; Alyne Kalyane Câmara de Oliveira; Nelci Adriana Cicuto Ferreira Rocha
Journal:  Rev Paul Pediatr       Date:  2014-12

7.  Effects of Nintendo Wii Fit Plus training on ankle strength with functional ankle instability.

Authors:  Ki-Jong Kim; Hyun-Ju Jun; Myoung Heo
Journal:  J Phys Ther Sci       Date:  2015-11-30

8.  Getting Your Sea Legs.

Authors:  Thomas A Stoffregen; Fu-Chen Chen; Manuel Varlet; Cristina Alcantara; Benoît G Bardy
Journal:  PLoS One       Date:  2013-06-19       Impact factor: 3.240

9.  Effects of virtual reality programs on balance in functional ankle instability.

Authors:  Ki-Jong Kim; Myoung Heo
Journal:  J Phys Ther Sci       Date:  2015-10-30

10.  The contribution of Nintendo Wii Fit series in the field of health: a systematic review and meta-analysis.

Authors:  Julien Tripette; Haruka Murakami; Katie Rose Ryan; Yuji Ohta; Motohiko Miyachi
Journal:  PeerJ       Date:  2017-09-05       Impact factor: 2.984

  10 in total

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