Literature DB >> 26626539

The effects of Nintendo Wii(TM)-based balance and upper extremity training on activities of daily living and quality of life in patients with sub-acute stroke: a randomized controlled study.

Tülay Tarsuslu Şimşek1, Kübra Çekok2.   

Abstract

OBJECTIVE: The aim of this study was to investigate the effects of Nintendo Wii(TM)-based balance and upper extremity training on activities of daily living and quality of life in patients with subacute stroke.
METHODS: 42 adults with stroke (mean age (SD) = 58.04 (16.56) years and mean time since stroke (SD) = (55.2 ± 22.02 days (∼8 weeks)) were included in the study. Participants were enrolled from the rehabilitation department of a medical center (a single inpatient rehabilitation facility). Participants were randomly assigned to Nintendo Wii group (n = 20) or Bobath neurodevelopmental treatment (NDT) (n = 22). The treatments were applied for 10 weeks (45-60 minutes/day, 3 days/week) for both of two groups. Nintendo Wii group used five games selected from the Wii sports and Wii Fit packages for upper limb and balance training, respectively. The patients in Bobath NDT group were applied a therapy program included upper extremity activites, strength, balance gait and functional training. The functional independence in daily life activities and health-related quality of life was assessed with Functional Independence Measure (FIM) and Nottingham Health Profile (NHP), respectively. Participant's treatment satisfaction was recorded by using Visual Analogue Scale. A second evaluation (FIM and NHP) occurred after 10 weeks at the end of rehabilitative treatment (post-training). Treatment satisfaction was measured after 10 sessions.
RESULTS: There were significant difference between FIM and NHP values in NDT and Nintendo Wii group (p < 0.05). However, a significant difference was not found between the groups with regard to FIM and NHP (p > 0.05). The patients in Nintendo Wii group were detected to be better satisfied from the therapy (p < 0.05). A significant difference was found between subparameters and total FIM score, all subparameters and total NHP score in both groups (p < 0.05).
CONCLUSION: These findings suggested that the Nintendo Wii training was as effective as Bobath NDT on daily living functions and quality of life in subacute stroke patients.

Entities:  

Keywords:  Nintendo Wii; daily life activities; quality of life; stroke

Mesh:

Year:  2015        PMID: 26626539     DOI: 10.3109/00207454.2015.1115993

Source DB:  PubMed          Journal:  Int J Neurosci        ISSN: 0020-7454            Impact factor:   2.292


  10 in total

Review 1.  Mapping Behavioral Health Serious Game Interventions for Adults With Chronic Illness: Scoping Review.

Authors:  Teresa Hagan Thomas; Varshini Sivakumar; Dmitriy Babichenko; Victoria L B Grieve; Mary Lou Klem
Journal:  JMIR Serious Games       Date:  2020-07-30       Impact factor: 4.143

2.  Impact of an Intervention with Wii Video Games on the Autonomy of Activities of Daily Living and Psychological-Cognitive Components in the Institutionalized Elderly.

Authors:  Maha Jahouh; Jerónimo J González-Bernal; Josefa González-Santos; Diego Fernández-Lázaro; Raúl Soto-Cámara; Juan Mielgo-Ayuso
Journal:  Int J Environ Res Public Health       Date:  2021-02-07       Impact factor: 3.390

3.  Efficacy of a technology-based client-centred training system in neurological rehabilitation: a randomised controlled trial.

Authors:  Els Knippenberg; Annick Timmermans; Jolijn Coolen; Katrien Neven; Peter Hallet; Jolien Lemmens; Annemie Spooren
Journal:  J Neuroeng Rehabil       Date:  2021-12-28       Impact factor: 4.262

Review 4.  Impact of Virtual Reality-Based Therapies on Cognition and Mental Health of Stroke Patients: Systematic Review and Meta-analysis.

Authors:  Qi Zhang; Yu Fu; Yanhui Lu; Yating Zhang; Qifang Huang; Yajie Yang; Ke Zhang; Mingzi Li
Journal:  J Med Internet Res       Date:  2021-11-17       Impact factor: 5.428

Review 5.  Applying Game-Based Approaches for Physical Rehabilitation of Poststroke Patients: A Systematic Review.

Authors:  Soheila Saeedi; Marjan Ghazisaeedi; Sorayya Rezayi
Journal:  J Healthc Eng       Date:  2021-09-14       Impact factor: 2.682

Review 6.  Emerging Limb Rehabilitation Therapy After Post-stroke Motor Recovery.

Authors:  Fei Xiong; Xin Liao; Jie Xiao; Xin Bai; Jiaqi Huang; Bi Zhang; Fang Li; Pengfei Li
Journal:  Front Aging Neurosci       Date:  2022-03-23       Impact factor: 5.750

Review 7.  Effectiveness of Using Virtual Reality-Supported Exercise Therapy for Upper Extremity Motor Rehabilitation in Patients With Stroke: Systematic Review and Meta-analysis of Randomized Controlled Trials.

Authors:  Jiayin Chen; Calvin Kalun Or; Tianrong Chen
Journal:  J Med Internet Res       Date:  2022-06-20       Impact factor: 7.076

Review 8.  Nintendo® Wii Therapy Improves Upper Extremity Motor Function in Children with Cerebral Palsy: A Systematic Review with Meta-Analysis.

Authors:  Desirée Montoro-Cárdenas; Irene Cortés-Pérez; María Del Rocío Ibancos-Losada; Noelia Zagalaz-Anula; Esteban Obrero-Gaitán; María Catalina Osuna-Pérez
Journal:  Int J Environ Res Public Health       Date:  2022-09-28       Impact factor: 4.614

Review 9.  Virtual reality for stroke rehabilitation.

Authors:  Kate E Laver; Belinda Lange; Stacey George; Judith E Deutsch; Gustavo Saposnik; Maria Crotty
Journal:  Cochrane Database Syst Rev       Date:  2017-11-20

10.  Effect of the Wii Sports Resort on Mobility and Health-Related Quality of Life in Moderate Stroke.

Authors:  Iratxe Unibaso-Markaida; Ioseba Iraurgi
Journal:  Behav Neurol       Date:  2021-06-28       Impact factor: 3.342

  10 in total

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