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.




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.







Falls in Older Adults: Prevention and Risk Evaluation


Book Description

Falls are a major health challenge and represent the leading cause of accidental death in older adults. It is essential to identify those factors associated with an increased risk for falls and to develop specific programs for fall prevention. The risk of falling can be assessed in older adults using different parameters, including biological, psychosocial, socioeconomic, behavioral, and environmental factors. For example, the risk of falls increases when vision is impaired, when sleep quality is poor, or when mood is depressed. Moreover, physical parameters, such as changes in body mass and blood pressure are risk factors for falls in older adults.







Advances in Human Factors and Ergonomics 2012- 14 Volume Set


Book Description

With contributions from an international group of authors with diverse backgrounds, this set comprises all fourteen volumes of the proceedings of the 4th AHFE Conference 21-25 July 2012. The set presents the latest research on current issues in Human Factors and Ergonomics. It draws from an international panel that examines cross-cultural differences, design issues, usability, road and rail transportation, aviation, modeling and simulation, and healthcare.




Cognitive and Brain Plasticity Induced by Physical Exercise, Cognitive Training, Video Games and Combined Interventions


Book Description

The premise of neuroplasticity on enhancing cognitive functioning among healthy as well as cognitively impaired individuals across the lifespan, and the potential of harnessing these processes to prevent cognitive decline attract substantial scientific and public interest. Indeed, the systematic evidence base for cognitive training, video games, physical exercise and other forms of brain stimulation such as entrain brain activity is growing rapidly. This Research Topic (RT) focused on recent research conducted in the field of cognitive and brain plasticity induced by physical activity, different types of cognitive training, including computerized interventions, learning therapy, video games, and combined intervention approaches as well as other forms of brain stimulation that target brain activity, including electroencephalography and neurofeedback. It contains 49 contributions to the topic, including Original Research articles (37), Clinical Trials (2), Reviews (5), Mini Reviews (2), Hypothesis and Theory (1), and Corrections (2).




Advances in Usability Evaluation


Book Description

Successful interaction with products, tools, and technologies depends on usable designs, accommodating the needs of potential users and does not require costly training. In this context, Advances in Usability Evaluation Part I discusses emerging concepts, theories, and applications of human factors knowledge focusing on the discovery and understanding of human interaction with products and systems for their improvement. The book covers devices and their interfaces, focusing on optimization of user devices and emphasizing visual and haptic feedback. It then discusses user studies, exploring the limits and capabilities of special populations, particularly the elderly, which can influence the design. It also examines the effect of changes in force and kinematics, physiology, cognitive performance, in the design of consumer products, tools and workplaces. Examining a variety of user-centered evaluation approaches, the concluding chapters details methods for developing products that can improve safety and human performance and at same time, the efficiency of the system. It reports on usability evaluations for different kinds of products and technologies, particularly for cellular phones, earphones, earphone controls, mattresses and pillows, package and professional tools, and service systems. The book provides new methods that enhance performance, expand capabilities, and optimize the fit between people and technology.







Advances in Usability Evaluation Part I


Book Description

This volume covers the use of ergonomics modeling and on the evaluation of usability, which is a critical aspect of any human-technology system. It will provide new training methods that enhance performance, expand capabilities, and optimize the fit between people and technology.