Literature DB >> 23172403

Sony PlayStation EyeToy elicits higher levels of movement than the Nintendo Wii: implications for stroke rehabilitation.

A Neil1, S Ens, R Pelletier, T Jarus, D Rand.   

Abstract

BACKGROUND: Virtual reality (VR) is an emerging trend in stroke rehabilitation. VR gaming consoles in stroke intervention have been shown to increase motivation and enjoyment during exercise. The amount and intensity of movements elicited using these consoles are unknown. AIMS: The aims of this study were: (1) to quantify the amount and intensity of movement elicited from both hands of two groups of individuals ([chronic stroke and without a disability [healthy]); (2) to determine the effect of console (Wii/EyeToy) and group (stroke/healthy) on the amount and intensity of upper extremity movement; (3) to determine the effect of console (Wii/EyeToy) and group (stroke/healthy) on the usability and VR experience.
DESIGN: A cross-sectional design was taken.
SETTING: Outpatient rehabilitation setting and healthy participant's homes. POPULATION: Participants included ten adults with stroke and ten adults without a disability.
METHODS: Participants experienced two games from each console. Amount and intensity of movement was measured using accelerometers on both wrists, while the virtual experience and usability was determined with questionnaires.
RESULTS: No significant differences were found between the consoles usability and experience. EyeToy elicited significantly greater activity count than Wii among the healthy participants (P=0.028) and significantly greater movement intensity in both the stroke (P=0.005) and healthy (P=0.005) groups.
CONCLUSION: Both consoles rated high for usability, enjoyment and satisfaction highlighting their suitability for a range of individuals in stroke rehabilitation. EyeToy provides increased movement and movement intensity. CLINICAL REHABILITATION IMPACT: Both consoles are suitable for use in stroke rehabilitation however this information can be helpful to clinicians while selecting a gaming console according to the type and intensity of movements that he/she aims to encourage during therapy.

Entities:  

Mesh:

Year:  2012        PMID: 23172403

Source DB:  PubMed          Journal:  Eur J Phys Rehabil Med        ISSN: 1973-9087            Impact factor:   2.874


  12 in total

1.  Considerations in the efficacy and effectiveness of virtual reality interventions for stroke rehabilitation: moving the field forward.

Authors:  Rachel Proffitt; Belinda Lange
Journal:  Phys Ther       Date:  2014-10-24

2.  The Present and Future of Robotic Technology in Rehabilitation.

Authors:  Jeffrey Laut; Maurizio Porfiri; Preeti Raghavan
Journal:  Curr Phys Med Rehabil Rep       Date:  2016-11-19

3.  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

4.  Game Analysis, Validation, and Potential Application of EyeToy Play and Play 2 to Upper-Extremity Rehabilitation.

Authors:  Yu-Ping Chen; Michelle Caldwell; Erica Dickerhoof; Anastasia Hall; Bryan Odakura; Kimberly Morelli; Hsin-Chen Fanchiang
Journal:  Rehabil Res Pract       Date:  2014-12-25

5.  Sonification as a possible stroke rehabilitation strategy.

Authors:  Daniel S Scholz; Liming Wu; Jonas Pirzer; Johann Schneider; Jens D Rollnik; Michael Großbach; Eckart O Altenmüller
Journal:  Front Neurosci       Date:  2014-10-20       Impact factor: 4.677

6.  Assessment of Active Video Gaming Using Adapted Controllers by Individuals With Physical Disabilities: A Protocol.

Authors:  Laurie A Malone; Sangeetha Padalabalanarayanan; Justin McCroskey; Mohanraj Thirumalai
Journal:  JMIR Res Protoc       Date:  2017-06-16

Review 7.  What is the impact of user affect on motor learning in virtual environments after stroke? A scoping review.

Authors:  Nina Rohrbach; Emily Chicklis; Danielle Elaine Levac
Journal:  J Neuroeng Rehabil       Date:  2019-06-27       Impact factor: 4.262

Review 8.  The use and effect of video game design theory in the creation of game-based systems for upper limb stroke rehabilitation.

Authors:  N Barrett; I Swain; C Gatzidis; C Mecheraoui
Journal:  J Rehabil Assist Technol Eng       Date:  2016-05-09

9.  Comparison of neuromuscular and cardiovascular exercise intensity and enjoyment between standard of care, off-the-shelf and custom active video games for promotion of physical activity of persons post-stroke.

Authors:  Judith E Deutsch; Aurora James-Palmer; Harish Damodaran; Urska Puh
Journal:  J Neuroeng Rehabil       Date:  2021-04-14       Impact factor: 4.262

10.  Energy Expenditure and Enjoyment During Active Video Gaming Using an Adapted Wii Fit Balance Board in Adults with Physical Disabilities: Observational Study.

Authors:  Laurie A Malone; Mohanraj Thirumalai; Sangeetha Padalabalanarayanan; Whitney N Neal; Sean Bowman; Tapan Mehta
Journal:  JMIR Serious Games       Date:  2019-02-01       Impact factor: 4.143

View more

北京卡尤迪生物科技股份有限公司 © 2022-2023.