Literature DB >> 23613154

A qualitative study exploring the usability of Nintendo Wii Fit among persons with multiple sclerosis.

Matthew Plow1, Marcia Finlayson.   

Abstract

The purpose of this study was to examine the usability of Nintendo Wii Fit to promote physical activity in adults with multiple sclerosis. Qualitative interviews were conducted as part of a pilot study that examined the health outcomes of a 14-week Wii Fit home-exercise programme in 30 adults with multiple sclerosis. We found participants reported that Wii Fit helped build confidence in abilities, achieve goals related to engagement in leisure activities and remove barriers associated with going to a gym to exercise. However, Wii Fit induced initial reactions of intimidation and worries about falling, and feedback during game play reminded participants of their impairments. Wii Fit was limited in its customizability to accommodate different functional levels. Understanding how to improve the usability and customizability of commercially available exergaming technology could be of benefit to people with disabling conditions. Before conducting randomized controlled trials of commercially available exergaming technology in adults with disabling conditions, we recommend that strategies be identified to remove usability barriers so those with moderate impairments can be included in the trial. This will reduce the likelihood of ceiling effects and clinical irrelevance. In terms of clinical recommendations, rehabilitation professionals need to consider patients' functional level, surrounding environment and preferences when prescribing a Wii Fit-based exercise programme.
Copyright © 2013 John Wiley & Sons, Ltd.

Entities:  

Keywords:  chronic disease; exercise; physical fitness; rehabilitation; video games

Mesh:

Year:  2013        PMID: 23613154     DOI: 10.1002/oti.1345

Source DB:  PubMed          Journal:  Occup Ther Int        ISSN: 0966-7903            Impact factor:   1.448


  13 in total

1.  Behavioral intention to use a virtual instrumental activities of daily living system among people with stroke.

Authors:  Allison Ellington; Richard Adams; Marga White; Paul Diamond
Journal:  Am J Occup Ther       Date:  2015 May-Jun

2.  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

3.  Perspectives on Physical Activity Among People with Multiple Sclerosis Who Are Wheelchair Users: Informing the Design of Future Interventions.

Authors:  Yvonne C Learmonth; Ian M Rice; Teresa Ostler; Laura A Rice; Robert W Motl
Journal:  Int J MS Care       Date:  2015 May-Jun

Review 4.  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

5.  Mii-vitaliSe: a pilot randomised controlled trial of a home gaming system (Nintendo Wii) to increase activity levels, vitality and well-being in people with multiple sclerosis.

Authors:  Sarah Thomas; Louise Fazakarley; Peter W Thomas; Sarah Collyer; Sarah Brenton; Steve Perring; Rebecca Scott; Fern Thomas; Charlotte Thomas; Kelly Jones; Jo Hickson; Charles Hillier
Journal:  BMJ Open       Date:  2017-09-27       Impact factor: 2.692

6.  Use of Nintendo Wii Balance Board for posturographic analysis of Multiple Sclerosis patients with minimal balance impairment.

Authors:  Giacomo Severini; Sofia Straudi; Claudia Pavarelli; Marco Da Roit; Carlotta Martinuzzi; Laura Di Marco Pizzongolo; Nino Basaglia
Journal:  J Neuroeng Rehabil       Date:  2017-03-11       Impact factor: 4.262

7.  Facilitators and Challenges to Exergaming: Perspectives of Patients With Heart Failure.

Authors:  Marysol C Cacciata; Anna Stromberg; Leonie Klompstra; Tiny Jaarsma; Mebin Kuriakose; Jung-Ah Lee; Dawn Lombardo; Lorraine S Evangelista
Journal:  J Cardiovasc Nurs       Date:  2022 May-Jun 01       Impact factor: 2.468

8.  Perceptions of using videogames in rehabilitation: a dual perspective of people with multiple sclerosis and physiotherapists.

Authors:  Anette Forsberg; Ylva Nilsagård; Katrin Boström
Journal:  Disabil Rehabil       Date:  2014-05-16       Impact factor: 3.033

9.  Testing the feasibility and acceptability of using the Nintendo Wii in the home to increase activity levels, vitality and well-being in people with multiple sclerosis (Mii-vitaliSe): protocol for a pilot randomised controlled study.

Authors:  Sarah Thomas; Louise Fazakarley; Peter W Thomas; Sarah Brenton; Sarah Collyer; Steve Perring; Rebecca Scott; Kathleen Galvin; Charles Hillier
Journal:  BMJ Open       Date:  2014-05-07       Impact factor: 2.692

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

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