Effectiveness of the Nintendo® Wii Fit TM Games on the Balance of a Community-dwelling Older Adult in Eastern North Carolina


Book Description

The aim of this study was to determine if the Nintendo® Wii Fit TM was an effective and motivating modality for fall prevention with an older adult who has MG and lives in Eastern North Carolina. With the increasing number of older adults, it is imperative for occupational therapists to address balance and fall-prevention. The Nintendo® Wii Fit TM is currently being implemented in occupational and physical therapy; however, there is limited research. There is limited research on this topic, as this is an innovative approach to balance rehabilitation. The current study aimed to provide additional evidence regarding the use of the Wii Fit TM to improve balance. The single-subject study selected an active community-dwelling older adult with Myasthenia Gravis for participation. The study consisted of three phases: phase one combined the Wii Fit TM balance games with walking outside, phase two consisted of the balance and stepping games on the Wii Fit TM only, and phase three consisted of walking only. Motivation was measured with a Likert-scale and self-perception of occupational performance was measured through the Canadian Occupational Performance Measure (COPM). The Four Square Step Test (FSST) and Timed Get Up and Go Test (TGUG) were used to assess the participant's balance, and risk for falling; the Survey of Activities and Fear of Falling in the Elderly (SAFE) determined the participant's fear of falling and activity restriction. After the course of the study, the participant's balance scores, as measured by the FSST and TGUG, were analyzed to determine any change. There was a significant negative correlation between the participant's FSST score and each phase (p=0.048; r=-0.712); however, there was not a significant negative correlation between the participant's score on the TGUG and each phase (p=0.107; r=-0.488). These test scores indicate an improvement in dynamic balance and functional mobility. The participant reported the highest COPM and motivation scores for phase 3, walking outside only, indicating that he was not as motivated to complete the activities on the Wii Fit TM . There was also a decrease in the participant's fear of falling score on the SAFE. The current study provides supporting evidence on the effectiveness of the Wii Fit TM for improving balance and reducing a risk for falling; however, the study exemplifies the need for additional research.




The Wii Fit


Book Description

Purpose: Falls among the elderly, related to balance deficits, often lead to physical injury, loss of self-confidence and even death. Balance training with virtual reality (VR), for example the Wii Fit, is one technique that has previously resulted in improvements in balance, range of motion and functional mobility through feedback and motivation in treatment. The Wii Fit is a commercially available VR gaming system, which shows promise for use as an adjunctive tool in rehabilitation. With little research currently available regarding use of the Wii Fit in a rehabilitation setting, this study explores this tool as an effective intervention for addressing balance deficits in an elderly female. Study Design/Methods: This research study was a single participant, A-B-A design where the participant was examined using traditional physical therapy balance tools: The Timed Up and Go (TUG), Berg Balance Scale (BBS) and Dynamic Gait Index (DGI), to provide baseline measurements. Participant then went through 4 weeks of Wii Fit, fitness training activities, which emphasized balance, strength, yoga and aerobic capacity through games, three times a week for 45 minutes. The participant was then re-examined using same traditional balance tools, to compare to baseline. Data were analyzed with a times series graph, trend line and correlation coefficients to determine a gross change in balance. Results: Baseline measurements from weeks 1-3 were compared to data collected in weeks 10-12 to determine the effectiveness of the Wii Fit in improving performance. TUG results decreased in average time by .57s, the BBS results increased in average score by 3.25 points and the DGI results increased in average score by 1.75 points. These results show a decreased risk for falls in our participant. Conclusion: The Nintendo Wii Fit was found to be an effective tool for improving balance and motivating community dwelling adults, expanding the link between traditional therapeutic interventions and innovative interventions in the clinic. This resulted in improved motivation and attitude toward further health and wellness activities for the participant, and has opened up doors for further research.




A Comparison of Wii[superscript]TM Exergaming and Matter of Balance on Aspects of Balance and Activity Adherence in Older Adults


Book Description

This study was conducted to determine the relative effect of fall prevention community-based education and video gaming-based exercise (exergaming), on measures of functional balance, fall-efficacy, activity adherence, and perceived enjoyment in community-dwelling older adults (N= 36). To quantify functional balance and fall- efficacy, the 8-foot Up-and-Go Test (UG), Multi-Directional Reach Test (MDRT), and Activities-specific Balance Confidence (ABC) Scale were used. Adherence was measured by recording attendance rate figures at each session and a modified Experience Questionnaire was used at posttest to assess enjoyment in exergaming. Repeated-measures MANOVA test indicated no statistically significant effects by treatment group across time mainly due to the small sample size. Trends in both treatment groups indicated slightly improved mean UG and MDRT scores, indicating improved functional balance performance when compared to control group. Post-study data also suggested that both treatment groups also demonstrated high levels of adherence and perceived enjoyment. Results support the effectiveness of the Nintendo Wii[superscript]TM and the fall prevention education program as a generationally appropriate intervention for promoting enjoyable participation in routine physical activity and fall prevention for community-dwelling older adults.










Nintendo® Wii FitTM Balance and Cognitive Function in Older Adults


Book Description

"Fear of falling is highly prevalent among older adults. It is important to find ways to decrease the fear of falling and improve the confidence one has in their own balance when doing daily activities. PURPOSE: The purpose of this study was to evaluate the effects of a balance training intervention using the Nintendo Wii Fit on balance confidence and cognitive function, specifically executive function, in older adults. METHODS: Twelve adults over the age of 65 years were assigned to a treatment group or control group to complete an eight-week balance training intervention. Balance confidence was measured using the Activities-Specific Balance Confidence Scale. Cognitive function was evaluated with the Trail Making Test (TMT), Part A and Part B. Center of mass was measured using the Nintendo Wii Fit balance board. All assessments were taken at baseline and after eight weeks of training. The data were analyzed using an ANOVA with repeated measures for each outcome (á = .025). RESULTS: No significant interaction or time effects were observed for any variable. The group effect for TMT Part A approached significance (F = 7.034, p = 0.029). CONCLUSIONS: It can be concluded that using the Nintendo Wii Fit as a balance training tool will not improve balance confidence or cognitive function, particularly executive function, in older adults. Future studies should look at testing other components of cognitive function to see if the Nintendo Wii Fit is a useful device for older adults. They should also consider combining balance training using the Nintendo Wii Fit with resistance training, to build the strength in the lower body."--Abstract.




Effect of Nintendo® Wii FitTM Balance Games on Postural Control and Balance Among Adults with Down Syndrome


Book Description

"A Nintendo Wii Fit gaming device may eliminate several barriers to exercise and promote participation in balance training among adults with Down syndrome (DS). This study seeks to determine if a Nintendo Wii balance exercise regimen will improve postural control and balance among adults with DS over the age of 18. Nine participants were randomly divided into a treatment (TR) and control (CR) group. A TekScan HR mat was used to measure the following variables: anterior/posterior sway (AP), medial/lateral sway (ML), area (A), distance (D), and variability (V) in two feet eyes open (EO) and two feet eyes closed (EC) stances. A 2X2 RM ANOVA was utilized to analyze results as well as Cohen’s d for effect size calculations. There were no significant differences found within group-by-time interaction, time, and group effects for any dependent variable (p>.05). Effect sizes were calculated for EOTR: AP (d = -.44), ML (d = -.03), A (d = -.47), D (d = -.48), and V (d = -.29. Values for the EOCR saw a larger effect among all variables: AP (d = -.84), ML (d = -.17), area (d = -.73), D (d = -.78), and V (d = -.67). ECTR values were as follows: AP (d = -.91), ML (d = -.53), A (d = -.76), D (d = -.69), and V (d = -.71). Values for ECCR are as follows: AP (d = -.41), ML (d = +2.81), A (d = -.48), D (d = -.42), and V (d = -.21). Although there were not statistically significant improvements in postural control between groups or over time, based on effect size calculations either of these training methods may still be an effective mode of improving postural control."--Abstract.







Game Research Methods: An Overview


Book Description

"Games are increasingly becoming the focus for research due to their cultural and economic impact on modern society. However, there are many different types of approaches and methods than can be applied to understanding games or those that play games. This book provides an introduction to various game research methods that are useful to students in all levels of higher education covering both quantitative, qualitative and mixed methods. In addition, approaches using game development for research is described. Each method is described in its own chapter by a researcher with practical experience of applying the method to topic of games. Through this, the book provides an overview of research methods that enable us to better our understanding on games."--Provided by publisher.




Understanding Media


Book Description

When first published, Marshall McLuhan's Understanding Media made history with its radical view of the effects of electronic communications upon man and life in the twentieth century.