Literature DB >> 30415751

Feasibility, safety, acceptability, and functional outcomes of playing Nintendo Wii Fit PlusTM for frail older adults: A randomized feasibility clinical trial.

Gisele Cristine Vieira Gomes1, Maria do Socorro Simões2, Sumika Mori Lin3, Jéssica Maria Ribeiro Bacha4, Larissa Alamino Pereira Viveiro5, Eliana Maria Varise6, Nelson Carvas Junior7, Belinda Lange8, Wilson Jacob Filho9, José Eduardo Pompeu10.   

Abstract

BACKGROUND: Recently, interactive video games (IVGs) have been used as a health-care intervention that provides both exercise and cognitive stimulation. Several studies have shown that IVGs can improve postural control, gait, cognition, and functional independence in elderly people and patients with neurological disease. However, there is a lack of evidence about the effects of IVGs on frail and pre-frail elderly people. The aim of this study was to evaluate the feasibility, safety, and acceptability of playing Nintendo Wii Fit Plus™ (NWFP) interactive video games, and the functional outcomes (postural control, gait, cognition, mood, and fear of falling) in frail and pre-frail older adults.
METHODS: This study is a randomized controlled, parallel-group, feasibility trial. Participants were frail and pre-frail older adults randomly assigned to the experimental group (EG, n = 15) or control group (CG, n = 15). Participants in the EG performed 14 training sessions, lasting 50 min each, twice a week. In each training session, participants played five of 10 selected games, with two attempts at each game. Participants in the CG received general advice regarding the importance of physical activity. All participants were assessed on three occasions by a blinded physical therapist: before and after intervention, and 30 days after the end of the intervention (follow-up). We assessed the feasibility (score of participants in the games), acceptability (game satisfaction questionnaire), safety (adverse events during training sessions), and functional outcomes: (1) postural control (Mini-BESTest); (2) gait (Functional Gait Assessment); (3) cognition (Montreal Cognitive Assessment); (4) mood (GDS-15); and (5) fear of falling (FES-I).
RESULTS: Participants in the EG improved their scores in all 10 games, reported that they understood and enjoyed the tasks of the games, and presented few adverse events during the practice. There was a significant improvement in the Mini-BESTest and Functional Gait Assessment in the EG when compared with the CG (p < 0.05).
CONCLUSION: The use of NWFP was feasible, acceptable, and safe for frail older adults and improved their postural control and gait. There were no effects on cognition, mood, or fear of falling. This trial was registered in the Brazilian Registry of Clinical Trials (RBR-823rst) on 11 June 2016.
Copyright © 2018 Elsevier B.V. All rights reserved.

Entities:  

Keywords:  Aged; Exercise; Frail elderly; Postural balance; Virtual reality

Mesh:

Year:  2018        PMID: 30415751     DOI: 10.1016/j.maturitas.2018.10.002

Source DB:  PubMed          Journal:  Maturitas        ISSN: 0378-5122            Impact factor:   4.342


  8 in total

1.  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

2.  Effectiveness of exergames for improving mobility and balance in older adults: a systematic review and meta-analysis.

Authors:  T B F Pacheco; C S P de Medeiros; V H B de Oliveira; E R Vieira; F A C de Cavalcanti
Journal:  Syst Rev       Date:  2020-07-18

Review 3.  Ambient assisted living technology-mediated interventions for older people and their informal carers in the context of healthy ageing: A scoping review.

Authors:  Maria Y Nilsson; Stefan Andersson; Lennart Magnusson; Elizabeth Hanson
Journal:  Health Sci Rep       Date:  2020-12-28

4.  The feasibility and acceptability of digital technology for health and wellbeing in social housing residents in Cornwall: A qualitative scoping study.

Authors:  Sarah Ann Buckingham; Tim Walker; Karyn Morrissey
Journal:  Digit Health       Date:  2022-01-24

5.  The Effect of Video Game-Based Interventions on Performance and Cognitive Function in Older Adults: Bayesian Network Meta-analysis.

Authors:  Chao Yang; Xiaolei Han; Mingxue Jin; Jianhui Xu; Yiren Wang; Yajun Zhang; Chonglong Xu; Yingshi Zhang; Enshi Jin; Chengzhe Piao
Journal:  JMIR Serious Games       Date:  2021-12-30       Impact factor: 4.143

6.  Virtual reality-based therapy associated with blood flow restriction in older adults: A proposal for integration of techniques.

Authors:  Silas de Oliveira Damasceno; Eduardo Pizzo Junior; Leonardo Kesrouani Lemos; Taíse Mendes Biral; Allysiê Priscilla de Souza Cavina; Franciele Marques Vanderlei
Journal:  Front Physiol       Date:  2022-08-19       Impact factor: 4.755

7.  Small samples and increased variability - discussing the need for restricted types of randomization in exercise interventions in old age.

Authors:  Yael Netz; Ronnie Lidor; Gal Ziv
Journal:  Eur Rev Aging Phys Act       Date:  2019-10-27       Impact factor: 3.878

8.  Influence of the Use of Wii Games on Physical Frailty Components in Institutionalized Older Adults.

Authors:  Jerónimo J González-Bernal; Maha Jahouh; Josefa González-Santos; Juan Mielgo-Ayuso; Diego Fernández-Lázaro; Raúl Soto-Cámara
Journal:  Int J Environ Res Public Health       Date:  2021-03-08       Impact factor: 3.390

  8 in total

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