Literature DB >> 26192642

Therapeutic Uses of Active Videogames: A Systematic Review.

Amanda E Staiano1, Rachel Flynn2.   

Abstract

BACKGROUND: Active videogames (AVGs) may be useful for promoting physical activity for therapeutic uses, including for balance, rehabilitation, and management of illness or disease. The literature from 64 peer-reviewed publications that assessed health outcomes of AVGs for therapeutic purposes was synthesized.
MATERIALS AND METHODS: PubMed, Medline, and PyschInfo were queried for original studies related to the use of AVGs to improve physical outcomes in patients who were ill or undergoing rehabilitation related to balance, burn treatment, cancer, cerebral palsy, Down's syndrome, extremity dysfunction or amputation, hospitalization, lupus, Parkinson's disease, spinal injury, or stroke. The following inclusion criteria were used: (1) human subjects; (2) English language; (3) not duplicates; (4) new empirical data; and (5) tests an AVG, including commercially available or custom-designed. Studies were included regardless of participants' age or the study design. RESULTS AND LIMITATIONS: Overall, the vast majority of studies demonstrated promising results for improved health outcomes related to therapy, including significantly greater or comparable effects of AVG play versus usual care. However, many studies were pilot trials with small, homogeneous samples, and many studies lacked a control or comparison group. Some trials tested multiweek or multimonth interventions, although many used a single bout of gameplay, and few included follow-up assessments to test sustainability of improved health. CONCLUSIONS AND IMPLICATIONS: AVGs were acceptable and enjoyable to the populations examined and appear as a promising tool for balance, rehabilitation, and illness management. Future research directions and implications for clinicians are discussed.

Entities:  

Year:  2014        PMID: 26192642      PMCID: PMC4688462          DOI: 10.1089/g4h.2013.0100

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


  77 in total

1.  Home-based balance training programme using Wii Fit with balance board for Parkinsons's disease: a pilot study.

Authors:  Jean-Francois Esculier; Joanie Vaudrin; Patrick Bériault; Karine Gagnon; Louis E Tremblay
Journal:  J Rehabil Med       Date:  2012-02       Impact factor: 2.912

2.  Effectiveness of virtual reality using Wii gaming technology in stroke rehabilitation: a pilot randomized clinical trial and proof of principle.

Authors:  Gustavo Saposnik; Robert Teasell; Muhammad Mamdani; Judith Hall; William McIlroy; Donna Cheung; Kevin E Thorpe; Leonardo G Cohen; Mark Bayley
Journal:  Stroke       Date:  2010-05-27       Impact factor: 7.914

3.  Active video gaming to improve balance in the elderly.

Authors:  Claudine J C Lamoth; Simone R Caljouw; Klaas Postema
Journal:  Stud Health Technol Inform       Date:  2011

4.  The effect of the Nintendo Wii Fit on balance control and gross motor function of children with spastic hemiplegic cerebral palsy.

Authors:  Jennifer Jelsma; Marieke Pronk; Gillian Ferguson; Dorothee Jelsma-Smit
Journal:  Dev Neurorehabil       Date:  2012-10-03       Impact factor: 2.308

5.  Pilot study to test effectiveness of video game on reaching performance in stroke.

Authors:  Ana Maria Acosta; Hendrik A Dewald; Jules P A Dewald
Journal:  J Rehabil Res Dev       Date:  2011

6.  Wii-hab for pre-frail older adults.

Authors:  Kathryn Daniel
Journal:  Rehabil Nurs       Date:  2012-06-18       Impact factor: 1.625

7.  Using Wii Fit to reduce fatigue among African American women with systemic lupus erythematosus: a pilot study.

Authors:  H K Yuen; K Holthaus; D L Kamen; D O Sword; H L Breland
Journal:  Lupus       Date:  2011-06-23       Impact factor: 2.911

8.  A pilot study of Wii Fit exergames to improve balance in older adults.

Authors:  Maayan Agmon; Cynthia K Perry; Elizabeth Phelan; George Demiris; Huong Q Nguyen
Journal:  J Geriatr Phys Ther       Date:  2011 Oct-Dec       Impact factor: 3.381

9.  Wii™-habilitation of upper extremity function in children with cerebral palsy. An explorative study.

Authors:  Diny G M Winkels; Anke I R Kottink; Rutger A J Temmink; Juliëtte M M Nijlant; Jaap H Buurke
Journal:  Dev Neurorehabil       Date:  2012-10-03       Impact factor: 2.308

10.  Is the Nintendo Wii Fit really acceptable to older people? A discrete choice experiment.

Authors:  Kate Laver; Julie Ratcliffe; Stacey George; Leonie Burgess; Maria Crotty
Journal:  BMC Geriatr       Date:  2011-10-20       Impact factor: 3.921

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  24 in total

1.  Perspectives on Active Video Gaming as a New Frontier in Accessible Physical Activity for Youth With Physical Disabilities.

Authors:  Jennifer L Rowland; Laurie A Malone; Cali M Fidopiastis; Sangeetha Padalabalanarayanan; Mohanraj Thirumalai; James H Rimmer
Journal:  Phys Ther       Date:  2015-08-27

Review 2.  Innovative strategies to improve the reach and engagement in pulmonary rehabilitation.

Authors:  Renae J McNamara; Marita Dale; Zoe J McKeough
Journal:  J Thorac Dis       Date:  2019-10       Impact factor: 2.895

3.  Feasibility of a Novel Video Game-Based Electromyography Biofeedback System in Patients With Knee Osteoarthritis.

Authors:  Eileen Krepkovich; Mandeep Kaur; L Colby Mangum; Susan Saliba; Matthew Lichter; Aaron Olowin; Neal Richardson; Joseph Hart
Journal:  J Sport Rehabil       Date:  2022-06-10       Impact factor: 2.203

4.  Games for Health for Children-Current Status and Needed Research.

Authors:  Tom Baranowski; Fran Blumberg; Richard Buday; Ann DeSmet; Lynn E Fiellin; C Shawn Green; Pamela M Kato; Amy Shirong Lu; Ann E Maloney; Robin Mellecker; Brooke A Morrill; Wei Peng; Ross Shegog; Monique Simons; Amanda E Staiano; Debbe Thompson; Kimberly Young
Journal:  Games Health J       Date:  2015-08-11

Review 5.  Use of active video games with or without videoconferencing on health outcomes in adolescent and young adult cancer survivors: a systematic review.

Authors:  Ursela Christopherson; Stephanie J Wells; Nathan Parker; Elizabeth J Lyons; Michael D Swartz; Anna Blozinski; Karen Basen-Engquist; Susan Peterson; Maria C Swartz
Journal:  J Cancer Surviv       Date:  2021-06-04       Impact factor: 4.062

6.  Doctoral physical therapy students’ increased confidence following exploration of active video gaming systems in a problem-based learning curriculum in the United States: a pre- and post-intervention study

Authors:  Michelle Elizabeth Wormley; Wendy Romney; Diana Veneri; Andrea Oberlander
Journal:  J Educ Eval Health Prof       Date:  2022-04-26

7.  Feasibility, safety, acceptability, and functional outcomes of playing Nintendo Wii Fit Plus™ for frail elderly: study protocol for a feasibility trial.

Authors:  Gisele Cristine Vieira Gomes; Jéssica Maria Ribeiro Bacha; Maria do Socorro Simões; Sumika Mori Lin; Larissa Alamino Pereira Viveiro; Eliana Maria Varise; Wilson Jacob Filho; José Eduardo Pompeu
Journal:  Pilot Feasibility Stud       Date:  2017-10-24

8.  Adapting the Wii Fit Balance Board to Enable Active Video Game Play by Wheelchair Users: User-Centered Design and Usability Evaluation.

Authors:  Mohanraj Thirumalai; William B Kirkland; Samuel R Misko; Sangeetha Padalabalanarayanan; Laurie A Malone
Journal:  JMIR Rehabil Assist Technol       Date:  2018-03-06

9.  Home-based exergaming among children with overweight and obesity: a randomized clinical trial.

Authors:  A E Staiano; R A Beyl; W Guan; C A Hendrick; D S Hsia; R L Newton
Journal:  Pediatr Obes       Date:  2018-07-20       Impact factor: 4.000

10.  Pacing, Conventional Physical Activity and Active Video Games to Increase Physical Activity for Adults with Myalgic Encephalomyelitis/Chronic Fatigue Syndrome: Protocol for a Pilot Randomized Controlled Trial.

Authors:  Katia Elizabeth Ferrar; Ashleigh E Smith; Kade Davison
Journal:  JMIR Res Protoc       Date:  2017-08-01
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