Literature DB >> 26192128

Feasibility and Efficacy of the Nintendo Wii Gaming System to Improve Balance Performance Post-Stroke: Protocol of a Phase II Randomized Controlled Trial in an Inpatient Rehabilitation Setting.

Kelly J Bower1,2, Ross A Clark1, Jennifer L McGinley1, Clarissa L Martin3, Kimberly J Miller1,4.   

Abstract

OBJECTIVE: Balance deficits following stroke are common and debilitating. Commercially available gaming systems, such as the Nintendo(®) (Kyoto, Japan) Wii™, have been widely adopted clinically; however, there is limited evidence supporting their feasibility and efficacy for improving balance performance following stroke. The aim of this trial is to investigate the clinical feasibility and efficacy of using the Nintendo Wii gaming system as an adjunct to standard care to improve balance performance following stroke in an inpatient rehabilitation setting. SUBJECTS AND METHODS: Thirty participants undergoing inpatient stroke rehabilitation will be recruited into this Phase II, single-blind, randomized controlled trial. Participants will be allocated into a Balance or Upper Limb Group, and both groups will perform activities using the Nintendo Wii in addition to their standard care. Participants will attend three 45-minute sessions per week, for a minimum of 2 and a maximum of 4 weeks.
RESULTS: The main focus of the study is to investigate the feasibility of the intervention protocol. This will be evaluated through recruitment, retention, adherence, acceptability, and safety. The Step Test and Functional Reach Test will be the primary efficacy outcomes. Secondary outcomes will include force platform, mobility, and upper limb measures. Assessments will occur at baseline, 2 weeks, and 4 weeks after study entry. DISCUSSION: To the authors' knowledge, this will be the largest randomized clinical trial to investigate the feasibility and efficacy of the Nintendo Wii gaming system for improving balance performance in a stroke population. The results will inform the design of a Phase III multicenter trial.

Entities:  

Year:  2013        PMID: 26192128     DOI: 10.1089/g4h.2012.0069

Source DB:  PubMed          Journal:  Games Health J        ISSN: 2161-783X


  3 in total

1.  Instrumenting gait assessment using the Kinect in people living with stroke: reliability and association with balance tests.

Authors:  Ross A Clark; Stephanie Vernon; Benjamin F Mentiplay; Kimberly J Miller; Jennifer L McGinley; Yong Hao Pua; Kade Paterson; Kelly J Bower
Journal:  J Neuroeng Rehabil       Date:  2015-02-12       Impact factor: 4.262

2.  Puzzling with online games (BAM-COG): reliability, validity, and feasibility of an online self-monitor for cognitive performance in aging adults.

Authors:  Teun Aalbers; Maria A E Baars; Marcel G M Olde Rikkert; Roy P C Kessels
Journal:  J Med Internet Res       Date:  2013-12-03       Impact factor: 5.428

3.  Efficacy of Electrical Stimulation-Augmented Virtual Reality Training in Improving Balance in Individuals with Incomplete Spinal Cord Injury: Study Protocol of a Randomized Controlled Trial.

Authors:  Shefali Walia; Pragya Kumar; Chitra Kataria
Journal:  Asian Spine J       Date:  2020-12-30
  3 in total

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