1
|
Lee JW, Park SJ, Han DH. Factors Associated with Intention of Sustainable Use in Players of the Wii Fit or Smartphone-Based Fitness Applications. INTERNATIONAL JOURNAL OF HUMAN–COMPUTER INTERACTION 2024; 40:999-1011. [DOI: 10.1080/10447318.2022.2143027] [Citation(s) in RCA: 1] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Track Full Text] [Subscribe] [Scholar Register] [Received: 07/07/2021] [Accepted: 10/27/2022] [Indexed: 01/06/2025]
Affiliation(s)
- Jea Woog Lee
- Intelligent Information Processing Lab, Chung Ang University, Seoul, Korea
| | - Sung Je Park
- Department of Information and Technology in Sport, Chung Ang University, An-seong, Korea
| | - Doug Hyun Han
- Department of Psychiatry, Chung Ang University School of Medicine, Chung Ang University Hospital, Seoul, Korea
| |
Collapse
|
2
|
Zhao P, Zhu G, Chen S, Pan Y, Chen K, Huang L, Guo L. Effects of Aquatic Exercise and Floor Curling on Balance Ability and Lower Limb Muscle Strength in Children with Intellectual Disabilities: A Pilot Study in China. CHILDREN (BASEL, SWITZERLAND) 2024; 11:85. [PMID: 38255398 PMCID: PMC10814768 DOI: 10.3390/children11010085] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Subscribe] [Scholar Register] [Received: 11/28/2023] [Revised: 01/03/2024] [Accepted: 01/09/2024] [Indexed: 01/24/2024]
Abstract
Children with intellectual disabilities often face challenges in balance ability and lower limb muscle strength, which negatively impact their daily lives and motor function. Therefore, it is crucial to enhance the balance ability and lower limb muscle strength of children with intellectual disabilities. This study aimed to investigate the effects of a 12-week aquatic exercise and floor curling intervention on the balance ability and lower limb muscle strength of children with intellectual disabilities. Forty-two participants were randomly assigned to the aquatic exercise group, floor curling group, and control group. The aquatic exercise and floor curling groups received a 12-week intervention, while the control group engaged in supervised free activities. The participants' balance ability and lower limb muscle strength were assessed using the Berg Balance Scale and a muscle strength testing device before and after the intervention. The results showed significant improvements in balance ability and lower limb muscle strength for both the aquatic exercise group and the floor curling group after the intervention. The aquatic exercise group demonstrated an average improvement of 10.84% in balance ability and an overall average improvement of 16.28% in lower limb muscle strength. The floor curling group showed an average improvement of 9.04% in balance ability and an overall average improvement of 15.67% in lower limb muscle strength. These improvement results were statistically significant (p < 0.05) and ranged from medium to large effect sizes (d = 0.5~0.8). The findings of this study validate the positive effects of aquatic exercise and floor curling on the balance ability and lower limb muscle strength of children with intellectual disabilities. These interventions can be considered effective approaches for functional rehabilitation in children with intellectual disabilities.
Collapse
Affiliation(s)
| | | | | | | | | | | | - Liya Guo
- School of Physical Education, Southwest University, Chongqing 400715, China; (P.Z.); (G.Z.); (S.C.); (Y.P.); (K.C.); (L.H.)
| |
Collapse
|
3
|
Schättin A, Pickles J, Flagmeier D, Schärer B, Riederer Y, Niedecken S, Villiger S, Jurt R, Kind N, Scott SN, Stettler C, Martin-Niedecken AL. Development of a Novel Home-Based Exergame With On-Body Feedback: Usability Study. JMIR Serious Games 2022; 10:e38703. [PMID: 36472900 PMCID: PMC9768643 DOI: 10.2196/38703] [Citation(s) in RCA: 8] [Impact Index Per Article: 2.7] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 04/28/2022] [Revised: 09/26/2022] [Accepted: 10/24/2022] [Indexed: 11/07/2022] Open
Abstract
BACKGROUND With more than 1.4 billion adults worldwide classified as physically inactive, physical inactivity is a public health crisis leading to an increased risk of cardiometabolic diseases. Motivating and engaging training strategies are needed to tackle this public health crisis. Studies have shown that exergames, games controlled by active body movements, are potentially usable, attractive, and effective tools for home-based training. The ExerCube (by Sphery Ltd) has been developed as a physically immersive and adaptive functional fitness game. The development of a home-based version of the ExerCube could increase accessibility, reduce barriers to exercise, and provide an attractive solution to improve physical and cognitive health. OBJECTIVE The aim was threefold: (1) to develop a usable home-based exergame system, (2) to evaluate the usability and training experience of the home-based exergame and its early-stage on-body feedback system, and (3) to identify avenues for further user-centered design iterations of the system. METHODS A total of 15 healthy participants (mean age 25, SD 3 years) completed 2 laboratory visits consisting of four 5-minute exergame sessions. In each session, the on-body feedback system provided a different feedback modality (auditory, haptic, and visual feedback) to the participant. Following the second visit, participants completed a range of assessments, including the System Usability Scale (SUS), the Physical Activity Enjoyment Scale (PACES), the Flow Short Scale (FSS), the Immersive Experience Questionnaire (IEQ), and a rating of perceived exertions (RPEs) both physically and cognitively. Participants answered questions regarding the on-body feedback system and completed a semistructured interview. RESULTS Usability was rated as acceptable, with a SUS score of 70.5 (SD 12). The questionnaires revealed medium-to-high values for the training experience (FSS: 5.3, SD 1; PACES: 5.3, SD 1.1; IEQ: 4.7, SD 0.9. Physical (mean 4.8, SD 1.6) and cognitive (mean 3.9, SD 1.4) RPEs were moderate. Interviews about the on-body feedback system revealed that the majority of participants liked the haptic feedback and the combination of haptic and auditory feedback the best. Participants enjoyed the distinct perceptibility, processing, and integration of the exergame and its supportive and motivating effect. The visual feedback was perceived less positively by participants but was still classified as "potentially" helpful. The auditory feedback was rated well but highlighted an area for further improvement. Participants enjoyed the training experience and described it as motivating, interactive, immersive, something new, interesting, self-explanatory, as well as physically and cognitively challenging. Moreover, 67% (n=10) of the participants could imagine exercising at home and continuing to play the exergame in the future. CONCLUSIONS The home-based exergame and its early-stage on-body feedback system were rated as usable and an enjoyable training experience by a young healthy population. Promising avenues emerged for future design iterations.
Collapse
Affiliation(s)
| | - Jordan Pickles
- Department of Diabetes, Endocrinology, Nutritional Medicine and Metabolism, Bern University Hospital, University of Bern, Bern, Switzerland
| | - David Flagmeier
- Department of Design, Institute of Design Research, Zurich University of the Arts, Zurich, Switzerland
| | - Benjamin Schärer
- Department of Diabetes, Endocrinology, Nutritional Medicine and Metabolism, Bern University Hospital, University of Bern, Bern, Switzerland
| | | | | | - Stefan Villiger
- Department of Design, Institute of Design Research, Zurich University of the Arts, Zurich, Switzerland
| | - Roman Jurt
- Department of Design, Institute of Design Research, Zurich University of the Arts, Zurich, Switzerland
| | - Nicole Kind
- Department of Design, Institute of Design Research, Zurich University of the Arts, Zurich, Switzerland
| | - Sam N Scott
- Department of Diabetes, Endocrinology, Nutritional Medicine and Metabolism, Bern University Hospital, University of Bern, Bern, Switzerland
- Team Novo Nordisk Professional Cycling Team, Atlanta, GA, United States
| | - Christoph Stettler
- Department of Diabetes, Endocrinology, Nutritional Medicine and Metabolism, Bern University Hospital, University of Bern, Bern, Switzerland
| | - Anna Lisa Martin-Niedecken
- Sphery Ltd, Zurich, Switzerland
- Department of Design, Institute of Design Research, Zurich University of the Arts, Zurich, Switzerland
| |
Collapse
|
4
|
Wang S, Yu H, Lu Z, Wang J. Eight-week virtual reality training improves lower extremity muscle strength but not balance in adolescents with intellectual disability: A randomized controlled trial. Front Physiol 2022; 13:1053065. [DOI: 10.3389/fphys.2022.1053065] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 09/25/2022] [Accepted: 11/10/2022] [Indexed: 11/24/2022] Open
Abstract
Purpose: This study aims to assess the effects of 8-week virtual reality (VR) training on balance and lower extremity muscle strength in adolescents with intellectual disability (ID).Methods: Thirty adolescents with intellectual disability were randomly divided into the virtual reality group and control group. The participants in the virtual reality group and the control group received the virtual reality training and the physical education (PE) course, respectively, for 8 weeks. The Berg Balance Scale (BBS), Timed Up and Go (TUG) test and lower extremity muscle strength were measured before and after the training.Results: The between-group results showed that the participants in the virtual reality group increased the muscle strength of hip flexors (p < 0.001), hip extensors (p = 0.002), hip abductors (p < 0.001), knee flexors (p < 0.001), knee extensors (p = 0.002) and ankle plantar flexors (p = 0.042) significantly after training, compared to the control group. However, no significant improvement was found in the berg balance scale and timed up and go scores between the virtual reality group and control group after training (p > 0.05). The within-group results showed that the strength of all the muscle groups significantly increased after training in the virtual reality group (p < 0.05) compared to the baseline. However, no significant difference was found in the muscle strength in the control group before and after training. The within-group berg balance scale and timed up and go scores showed no significant improvements in both groups.Conclusion: Virtual reality training intervention might be effective in improving the lower extremity muscle strength, but no significant improvement was found on balance ability in adolescents with intellectual disability.
Collapse
|
5
|
Benitez-Lugo ML, Suárez-Serrano C, Galvao-Carmona A, Vazquez-Marrufo M, Chamorro-Moriana G. Effectiveness of feedback-based technology on physical and cognitive abilities in the elderly. Front Aging Neurosci 2022; 14:1050518. [PMID: 36438005 PMCID: PMC9686288 DOI: 10.3389/fnagi.2022.1050518] [Citation(s) in RCA: 5] [Impact Index Per Article: 1.7] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 09/21/2022] [Accepted: 10/25/2022] [Indexed: 08/26/2023] Open
Abstract
Aging raises a social and health challenge because the passing of time causes changes in cognitive and physical functions that impair functionality and quality of life. In addition, advancements in technology and information technology have led to the development of new techniques for retraining based on the feedback technology provides. To solve the negative consequences of aging, a randomized clinical trial was carried out to assess the effectiveness of a protocol using feedback-based technology to improve physical and cognitive functions in older adults. For the purpose of this study, 200 patients were selected from a Social and Community Services Center in the province of Seville and only 46 of them became participants of the study (after applying the inclusion criteria). These patients were divided into two groups: control and experimental. Physical and cognitive abilities were assessed using the Miniexamen cognoscitivo Test (an adaptation of the MiniMental examination test), Yesevage's Depression Scale, Oddball Test, Attention Network Test, Berg Scale, Tinetti Scale, and Timed Up and Go Test. The intervention applied to the experimental group consisted of a supervised protocol using the Nintendo® Wii video game console and the Wii-Fit© video game during 16 sessions, 2 times a week with a duration of 30 min per session. The control group did not receive any treatment. The experimental group showed statistically significant improvements in all the physical variables (balance, gait, autonomy, and fall risk), as other authors had proven, and in memory and reaction times; there were no improvements in attention networks. The control group (placebo) even showed a decrease in their functions, with worse results on the Timed up and Go test Scale. The intervention using feedback-based technology has been proven effective in improving physical and cognitive abilities and in preventing and promoting healthy aging.
Collapse
|
6
|
Embon-Magal S, Krasovsky T, Doron I, Asraf K, Haimov I, Gil E, Agmon M. The effect of co-dependent (thinking in motion [TIM]) versus single-modality (CogniFit) interventions on cognition and gait among community-dwelling older adults with cognitive impairment: a randomized controlled study. BMC Geriatr 2022; 22:720. [PMID: 36045345 PMCID: PMC9429752 DOI: 10.1186/s12877-022-03403-x] [Citation(s) in RCA: 8] [Impact Index Per Article: 2.7] [Reference Citation Analysis] [Abstract] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 07/11/2021] [Accepted: 08/17/2022] [Indexed: 11/17/2022] Open
Abstract
Background Cognition and motor skills are interrelated throughout the aging process and often show simultaneous deterioration among older adults with cognitive impairment. Co-dependent training has the potential to ameliorate both domains; however, its effect on the gait and cognition of older adults with cognitive impairment has yet to be explored. The aim of this study is to compare the effects of the well-established single-modality cognitive computerized training program, CogniFit, with “Thinking in Motion (TIM),” a co-dependent group intervention, among community-dwelling older adults with cognitive impairment. Methods Employing a single-blind randomized control trial design, 47 community-dwelling older adults with cognitive impairment were randomly assigned to 8 weeks of thrice-weekly trainings of TIM or CogniFit. Pre- and post-intervention assessments included cognitive performance, evaluated by a CogniFit battery, as a primary outcome; and gait, under single- and dual-task conditions, as a secondary outcome. Results CogniFit total Z scores significantly improved from baseline to post-intervention for both groups. There was a significant main effect for time [F (1, 44) = 17.43, p < .001, ηp2 = .283] but not for group [F (1, 44) = 0.001, p = .970]. No time X group interaction [F (1, 44) = 1.29, p = .261] was found. No changes in gait performance under single and dual-task performance were observed in both groups. Conclusions The findings show that single-modality (CogniFit) and co-dependent (TIM) trainings improve cognition but not gait in older adults with cognitive impairment. Such investigations should be extended to include various populations and a broader set of outcome measurements. Trial registration ACTRN12616001543471. Date: 08/11/2016.
Collapse
|
7
|
Hai L, Hou HY, Zhou C, Li HJ. The Effect of Exergame Training on Physical Functioning of Healthy Older Adults: A Meta-Analysis. Games Health J 2022; 11:207-224. [PMID: 35653720 DOI: 10.1089/g4h.2021.0173] [Citation(s) in RCA: 8] [Impact Index Per Article: 2.7] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/04/2022] Open
Abstract
Exergames have attracted increasing attention from both the public and researchers. Although previous systematic reviews provided evidence that exergame training is beneficial for improving balance or mobility in older adults, multidimensional physical function measurements, including balance, upper body strength, lower body strength, aerobic endurance, and gait, might help us achieve more robust and reliable results. This meta-analysis aims to quantify the effects of exergame training on overall and specific physical function in healthy older adults. We systematically searched exergame training studies published between January 1985 and June 2021. Forty-eight studies were included in the present meta-analysis, with a total of 1099 participants included in the training group and 1098 participants in the control group. Random-effects meta-analyses found that older adults obtained a small benefit in overall physical function performance (g = 0.43, 95% confidence interval [CI] = 0.33 to 0.53), moderate benefits in balance (g = 0.59, 95% CI = 0.46 to 0.71), upper body strength (g = 0.65, 95% CI = 0.20 to 1.10), lower body strength (g = 0.51, 95% CI = 0.37 to 0.65), and aerobic endurance (g = 0.65, 95% CI = 0.44 to 0.86), a small benefit in gait (g = 0.33, 95% CI = 0.08 to 0.59), and negligible effects on upper body flexibility (g = 0.13, 95% CI = -0.06 to 0.32) and lower body flexibility (g = 0.10, 95% CI = -0.45 to 0.67) from exergame training. The mini-mental state examination score was positively associated with the overall training efficacy (β = 0.08, P = 0.01), while body mass index and the sample size in the training group were negatively associated with the overall training efficacy (β = -0.01, P < 0.01; β = -0.004, P < 0.01). The current meta-analytic findings revealed that exergame training produced general benefits for overall physical function and different effects on specific physical function domains in older adults.
Collapse
Affiliation(s)
- Lagan Hai
- CAS Key Laboratory of Behavioral Science, Institute of Psychology, Beijing, China.,Department of Psychology, University of Chinese Academy of Sciences, Beijing, China
| | - Hai-Yan Hou
- CAS Key Laboratory of Behavioral Science, Institute of Psychology, Beijing, China.,Department of Psychology, University of Chinese Academy of Sciences, Beijing, China
| | - Chen Zhou
- CAS Key Laboratory of Behavioral Science, Institute of Psychology, Beijing, China.,Department of Psychology, University of Chinese Academy of Sciences, Beijing, China
| | - Hui-Jie Li
- CAS Key Laboratory of Behavioral Science, Institute of Psychology, Beijing, China.,Department of Psychology, University of Chinese Academy of Sciences, Beijing, China
| |
Collapse
|
8
|
Liu H, Xing Y, Wu Y. Effect of Wii Fit Exercise With Balance and Lower Limb Muscle Strength in Older Adults: A Meta-Analysis. Front Med (Lausanne) 2022; 9:812570. [PMID: 35602499 PMCID: PMC9120538 DOI: 10.3389/fmed.2022.812570] [Citation(s) in RCA: 14] [Impact Index Per Article: 4.7] [Reference Citation Analysis] [Abstract] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 12/16/2021] [Accepted: 03/28/2022] [Indexed: 11/23/2022] Open
Abstract
Background Falls and fall-related injuries are not uncommon among older adults and may lead to serious health deterioration and decreased quality of life. Numerous types of physical activity have been proposed to improve balance and strength in older adults with varying degrees of success. Nintendo's Wii Fit video exergame uses body movement as a game controller and provides real-time feedback for games designed to enhance balance and muscle strength. However, whether Wii Fit exercise improves the balance and lower limb muscle strength of older adults remains uncertain. Objective To evaluate the current literature by using meta-analyses to assess whether Wii Fit exercise is associated with improved balance and lower limb muscle strength in older adults. Methods We searched PubMed, EMBASE, Web of Science, China National Knowledge Infrastructure, and Wanfang Data from inception to February 16, 2022, for relevant studies and conducted a manual search of the literature. Data extraction of the included studies were independently performed by two authors. The methodologic quality of each included study was assessed using the Physical Therapy Evidence Database (PEDro) scale. Meta-analyses were conducted using Review Manager 5.3. Results Of 991 articles initially identified, 10 articles (379 participants; aged ≥65 years, range 65–92 years; 188 participants in Wii Fit exercise groups, and 191 participants in control groups), including 8 randomized controlled trials, were assessed in this meta-analysis. The methodologic quality of the included studies evaluated with the PEDro average score was 6.4 and ranged from 5 to 8 points, indicating moderate quality. Compared with no exercise, Wii Fit exercise was associated with significant improved scores on the Berg Balance Scale, which evaluates functional balance (mean difference, 1.38; 95% CI, 0.61–2.16; I2 = 31%; P = 0.0005) and on the Timed Up and Go test, which evaluates static and dynamic balance (standardized mean difference, −0.51; 95% CI,−0.88 to −0.14; I2 = 52%; P = 0.007). However, for the three studies assessed, Wii Fit exercise did not significantly improve scores on the 30-s chair stand test, which evaluates the functional strength and endurance of the lower limb muscles (mean difference, 0.82; 95% CI, −0.14 to 1.77; z = 1.68; P = 0.09). Conclusions Our findings indicated that Wii Fit exercise is an effective approach to improve functional, static, and dynamic balance among older adults. Additional meta-analyzes with higher numbers of randomized controlled trials are suggested to confirm the benefits of Wii Fit exercise on balance in older adults, to establish whether functional strength and endurance of lower limb muscles are improved, and to explore the relationship between improved balance and fall prevention in this population.
Collapse
|
9
|
Recent Considerations on Gaming Console Based Training for Multiple Sclerosis Rehabilitation. Med Sci (Basel) 2022; 10:medsci10010013. [PMID: 35225946 PMCID: PMC8884021 DOI: 10.3390/medsci10010013] [Citation(s) in RCA: 4] [Impact Index Per Article: 1.3] [Reference Citation Analysis] [Abstract] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 11/23/2021] [Revised: 01/21/2022] [Accepted: 01/26/2022] [Indexed: 11/17/2022] Open
Abstract
Multiple Sclerosis (MS) is a well-known, chronic demyelinating disease of the Central Nervous System (CNS) and one of the most common causes of disability in young adults. In this context, one of the major challenges in patients’ rehabilitation is to maintain the gained motor abilities in terms of functional independence. This could be partially obtained by applying new emerging and cutting-edge virtual/augmented reality and serious game technologies for a playful, noninvasive treatment that was demonstrated to be quite efficient and effective in enhancing the clinical status of patients and their (re)integration into society. Recently, Cloud computing and Internet of Things (IoT) emerged as technologies that can potentially revolutionize patients’ care. To achieve such a goal, a system that on one hand gathers patients’ clinical parameters through a network of medical IoT devices equipped with sensors and that, on the other hand, sends the collected data to a hospital Cloud for processing and analytics is required. In this paper, we assess the effectiveness of a Nintendo Wii Fit® Plus Balance Board (WFBB) used as an IoT medical device adopted in a rehabilitation training program aimed at improving the physical abilities of MS patients (pwMS). In particular, the main scientific contribution of this paper is twofold: (i) to present a preliminary new pilot study investigating whether exercises based on the Nintendo Wii Fit® balance board included in a rehabilitation training program could improve physical abilities and Quality of Life (QoL) of patients compared to that of a conventional four-week rehabilitation training program; (ii) to discuss how such a rehabilitation training program could be adopted in the perspective of near future networks of medical IoT-based rehabilitation devices, interconnected with a hospital Cloud system for big data processing to improve patients’ therapies and support the scientific research about motor rehabilitation. Results demonstrate the advantages of our approach from both health and technological points of view.
Collapse
|
10
|
Czerwonka S, Alvarez A, McArthur V. One Ring Fit to Rule Them All? An Analysis of Avatar Bodies and Customization in Exergames. Front Psychol 2021; 12:695258. [PMID: 34925120 PMCID: PMC8675862 DOI: 10.3389/fpsyg.2021.695258] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 04/14/2021] [Accepted: 10/05/2021] [Indexed: 11/13/2022] Open
Abstract
With the growing popularity of exergames, researchers have noted the importance of presenting players with customizable avatars to encourage the long-term adoption of healthy behaviors offline. However, the “idealized” avatar bodies presented in avatar customization interfaces can represent limited body types and often problematically represent gender as binary. In this paper, we present a systematic analysis of the avatar customization interfaces of six console-based exergames. Results of our analysis indicate that customization options tend to be limited in exergames, especially with regard to body type and gender. Implications for avatar self-priming, self-identification, and healthy behavior adoption are discussed.
Collapse
Affiliation(s)
- Sara Czerwonka
- School of Computer Science, Carleton University, Ottawa, ON, Canada
| | - Adrian Alvarez
- School of Computer Science, Carleton University, Ottawa, ON, Canada
| | - Victoria McArthur
- School of Journalism and Communication, Faculty of Public Affairs, Carleton University, Ottawa, ON, Canada
| |
Collapse
|
11
|
Basha MA, Abdel-Aal NM, Kamel FAH. Effects of Wii Fit Rehabilitation on Lower Extremity Functional Status in Adults With Severe Burns: A Randomized Controlled Trial. Arch Phys Med Rehabil 2021; 103:289-296. [PMID: 34571011 DOI: 10.1016/j.apmr.2021.08.020] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 04/19/2021] [Revised: 07/27/2021] [Accepted: 08/25/2021] [Indexed: 11/29/2022]
Abstract
OBJECTIVES To investigate the effects of the Wii Fit rehabilitation program in addition to a standard physical therapy program (SPTP) on lower extremity functional status and functional mobility in adults with severe burns after hospital discharge. DESIGN A single-blinded, parallel groups, randomized controlled trial. SETTINGS Outpatient rehabilitation center. PARTICIPANTS Thirty-four patients (N=34), aged 31.3±7.3 years old, with lower extremity deep partial-thickness and full-thickness burn and total body surface area of more than 40% were allocated randomly into 2 equal groups. INTERVENTIONS The Wii Fit group received the Wii Fit program for 30 minutes in addition to SPTP for 60 minutes, whereas the SPTP group received SPTP only. The intervention was 3 sessions a week for 12 weeks. MAIN OUTCOME MEASURES The primary outcome measurements were the functional status and functional mobility, which were assessed by the high mobility assessment tool, Lower Limb Functional Index, and timed Up and Go test. The secondary outcomes included exercise capacity, muscle strength, and balance measured by the 6-minute walk test, isokinetic muscle strength assessment, and stability index. All the outcome measures were collected at the baseline and after 12 weeks of intervention. RESULTS After 12 weeks of intervention, there were statistically significant differences between groups in all outcome measures in favor of the Wii Fit group (P<.001). Also, statistically significant differences were found in all the measured outcomes after 12 weeks of intervention in each group (P<.05). CONCLUSIONS Patients with lower extremity burns who received the Wii Fit program in addition to the SPTP had better improvements in lower limb functional status, functional mobility, exercise capacity, muscle strength, and balance than patients who received SPTP alone. The Wii Fit program was a useful adjunctive therapy in rehabilitating adults with lower extremity burn injury.
Collapse
Affiliation(s)
- Maged A Basha
- Department of Physical Therapy, College of Medical Rehabilitation, Qassim University, Buraidah, Qassim, Saudi Arabia; Department of Physical Therapy, El-Sahel Teaching Hospital, General Organization for Teaching Hospitals and Institutes, Cairo, Egypt.
| | - Nabil M Abdel-Aal
- Department of Physical Therapy for Basic Sciences, Faculty of Physical Therapy, Cairo University, Giza, Egypt
| | - Fatma Alzahraa H Kamel
- Department of Physical Therapy, College of Medical Rehabilitation, Qassim University, Buraidah, Qassim, Saudi Arabia; Department of Physical Therapy for Surgery, Faculty of Physical Therapy, Cairo University, Giza, Egypt
| |
Collapse
|
12
|
Sápi M, Fehér-Kiss A, Csernák K, Domján A, Pintér S. The Effects of Exergaming on Sensory Reweighting and Mediolateral Stability of Women Aged Over 60: Usability Study. JMIR Serious Games 2021; 9:e27884. [PMID: 34287215 PMCID: PMC8339979 DOI: 10.2196/27884] [Citation(s) in RCA: 6] [Impact Index Per Article: 1.5] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 02/11/2021] [Revised: 04/30/2021] [Accepted: 05/29/2021] [Indexed: 12/19/2022] Open
Abstract
Background Older adults tend to experience difficulties in switching quickly between various reliable sensory inputs, which ultimately may contribute to an increased risk of falls and injuries. Sideward falls are the most frequent cause of hip fractures among older adults. Recently, exergame programs have been confirmed as beneficial tools for enhancing postural control, which can reduce the risk of falls. However, studies to explore more precisely which mechanism of exergaming directly influences older women’s ability to balance are still needed. Objective Our aim was to evaluate, in a single-group pretest/posttest/follow-up usability study, whether Kinect exergame balance training might have a beneficial impact on the sensory reweighting in women aged over 60. Methods A total of 14 healthy women (mean age 69.57 [SD 4.66] years, mean body mass index 26.21 [SD 2.6] kg/m2) participated in the study. The volunteers trained with the commercially available games of Kinect for Xbox 360 console 3 times (30 minutes/session) a week over a 6-week period (total of 18 visits). Participants’ postural sway in both the anteroposterior (AP) and mediolateral (ML) directions was recorded with NeuroCom Balance Master 6.0. To assess and measure postural sensory reweighting, the Modified Clinical Test of Sensory Interaction in Balance was used, where volunteers were exposed to various changes in visual (eyes open or eyes closed) and surface conditions (firm or foam surface). Results In the ML direction, the Kinect exergame training caused a significant decrease in the sway path on the firm surface with the eyes open (P<.001) and eyes closed (P=.001), and on the foam surface with the eyes open (P=.001) and eyes closed (P<.001) conditions compared with baseline data. The follow-up measurements when compared with the baseline data showed a significant change in the sway path on the firm surface with the eyes open (P<.001) and eyes closed (P<.001) conditions, as well as on the foam surface with the eyes open (P=.003) and eyes closed (P<.001) conditions. Besides, on the firm surface, there were no significant differences in sway path values in the AP direction between the baseline and the posttraining measurements (eyes open: P=.49; eyes closed: P=.18). Likewise, on the foam surface, there were no significant differences in sway path values in the AP direction under both eyes open (P=.24) and eyes closed (P=.84) conditions. Conclusions The improved posturography measurements of the sway path in the ML direction might suggest that the Kinect exergame balance training may have effects on sensory reweighting, and thus on the balance of women aged over 60. Based on these results, Kinect exergaming may provide a safe and potentially useful tool for improving postural stability in the crucial ML direction, and thus it may help reduce the risk of falling.
Collapse
Affiliation(s)
- Mariann Sápi
- Doctoral School of Clinical Medicine, University of Szeged, Szeged, Hungary
| | - Anna Fehér-Kiss
- Physiotherapy Center, Albert Szent-Györgyi Health Center, University of Szeged, Szeged, Hungary
| | - Krisztina Csernák
- Department of Psychiatry and Psychiatric Clinic, Bács-Kiskun County Hospital Kecskemét, Kecskemét, Hungary
| | - Andrea Domján
- Department of Physiotherapy, Faculty of Health Sciences and Social Studies, University of Szeged, Szeged, Hungary
| | - Sándor Pintér
- Doctoral School of Clinical Medicine, University of Szeged, Szeged, Hungary
| |
Collapse
|
13
|
Viana RB, de Oliveira VN, Dankel SJ, Loenneke JP, Abe T, da Silva WF, Morais NS, Vancini RL, Andrade MS, de Lira CAB. The effects of exergames on muscle strength: A systematic review and meta-analysis. Scand J Med Sci Sports 2021; 31:1592-1611. [PMID: 33797115 DOI: 10.1111/sms.13964] [Citation(s) in RCA: 21] [Impact Index Per Article: 5.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 02/01/2021] [Revised: 03/24/2021] [Accepted: 03/30/2021] [Indexed: 12/17/2022]
Abstract
This systematic review and meta-analysis examined studies on the chronic effects of exergames on muscle strength in humans. PubMed, Scopus, CENTRAL, Web of Science, SciELO, Biblioteca Virtual em Saúde, and Google Scholar were searched, and manual searches of the reference lists of included studies and hand-searches on Physiotherapy Evidence Database and ResearchGate were conducted from inception to August 10, 2020. Randomized and non-randomized exergame intervention studies with or without a non-exercise group and/or a "usual care intervention group" (any other intervention that did not incorporate exergames), which evaluated muscle strength through direct measurements, were included. Forty-seven and 25 studies were included in the qualitative review and meta-analysis, respectively. The between-groups meta-analyses showed no significant differences between exergames and non-exercise control groups for handgrip strength in heathy/unhealthy middle-aged/older adults or knee extension maximum voluntary isometric contraction (MVIC) in healthy older adults. However, exergames provided a greater increase in handgrip strength, knee flexion MVIC, and elbow extension MVIC, but not knee extension MVIC or elbow flexion MVIC, in individuals with different health statuses when compared to usual care interventions. Also, there was a greater increase in handgrip strength in children with hemiplegic cerebral palsy favouring usual care plus exergames compared to usual care interventions. These results suggest that exergames may improve upper and lower limb muscle strength in individuals with different heath statuses compared to usual care interventions, but not muscle strength in middle age/older adults after accounting for random error. Also, exergames appear to be a useful tool for improving handgrip strength in children with hemiplegic cerebral palsy when added to usual care. However, as the exergame interventions were applied in different populations and there currently are many different approaches to perform exergames, future randomized controlled trials with high methodological quality and large sample sizes are needed to provide more compelling evidence in favour of a specific exergame protocol, or to elucidate exergame protocol design principles that appear to strongly influence outcomes.
Collapse
Affiliation(s)
- Ricardo Borges Viana
- Faculty of Physical Education and Dance, Federal University of Goiás, Goiânia, Brazil
| | | | - Scott J Dankel
- Department of Health and Exercise Science, Rowan University, Glassboro, NJ, USA
| | - Jeremy P Loenneke
- Kevser Ermin Applied Physiology Laboratory, University of Mississippi, University, MS, USA
| | - Takashi Abe
- Kevser Ermin Applied Physiology Laboratory, University of Mississippi, University, MS, USA
| | | | - Naiane Silva Morais
- Faculty of Physical Education and Dance, Federal University of Goiás, Goiânia, Brazil
| | - Rodrigo Luiz Vancini
- Centro de Educação Física e Desportos, Universidade Federal do Espírito Santo, Vitória, Brazil
| | | | | |
Collapse
|
14
|
Abstract
Home-based teleworking, associated with sedentary behavior, may impair self-reported adult health status. Current exercise recommendations, based on universal recipes, may be insufficient or even misleading to promote healthy teleworking. From the Network Physiology of Exercise perspective, health is redefined as an adaptive emergent state, product of dynamic interactions among multiple levels (from genetic to social) that cannot be reduced to a few dimensions. Under such a perspective, fitness development is focused on enhancing the individual functional diversity potential, which is better achieved through varied and personalized exercise proposals. This paper discusses some myths related to ideal or unique recommendations, like the ideal exercise or posture, and the contribution of recent computer technologies and applications for prescribing exercise and assessing fitness. Highlighting the need for creating personalized working environments and strengthening the active contribution of users in the process, new recommendations related to teleworking posture, home exercise counselling, exercise monitoring and to the roles of healthcare and exercise professionals are proposed. Instead of exercise prescribers, professionals act as co-designers that help users to learn, co-adapt and adequately contextualize exercise in order to promote their somatic awareness, job satisfaction, productivity, work–life balance, wellbeing and health.
Collapse
|
15
|
The Effect of Virtual Reality Applications on Balance and Gait Speed in Individuals With Alzheimer Dementia. TOPICS IN GERIATRIC REHABILITATION 2020. [DOI: 10.1097/tgr.0000000000000285] [Citation(s) in RCA: 3] [Impact Index Per Article: 0.6] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/26/2022]
|
16
|
Halbrook YJ, O'Donnell AT, Msetfi RM. When and How Video Games Can Be Good: A Review of the Positive Effects of Video Games on Well-Being. PERSPECTIVES ON PSYCHOLOGICAL SCIENCE 2020; 14:1096-1104. [PMID: 31672105 DOI: 10.1177/1745691619863807] [Citation(s) in RCA: 62] [Impact Index Per Article: 12.4] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 01/31/2023]
Abstract
Video games are a source of entertainment for a wide population and have varied effects on well-being. The purpose of this article is to comprehensively examine game-play research to identify the factors that contribute to these disparate well-being outcomes and to highlight the potential positive effects. On the basis of existing literature, we argue that the effects of gaming on well-being are moderated by other variables, such as motivations for gaming and video-game characteristics. Specifically, the inclusion of social activity can benefit prosocial behaviors and affect the relationship between violent video games and aggression that some studies have demonstrated. Moreover, the research on the relationship between violent video games and aggression depends greatly on individual and sociocontextual variables outside of game play. The inclusion of physical activity in games can provide an improvement in physical health with high levels of enjoyment, potentially increasing adherence rates. Overall, following our review, we determined that the effects of gaming on well-being are moderated by and depend on the motivation for gaming, outside variables, the presence of violence, social interaction, and physical activity. Thus, we argue that there is potential for an "optimal gaming profile" that can be used in the future for both academic- and industry-related research.
Collapse
Affiliation(s)
- Yemaya J Halbrook
- Centre for Social Issues Research, Department of Psychology, University of Limerick in Limerick, Ireland
| | - Aisling T O'Donnell
- Centre for Social Issues Research, Department of Psychology, University of Limerick in Limerick, Ireland
| | - Rachel M Msetfi
- Health Research Institute, University of Limerick in Limerick, Ireland
| |
Collapse
|
17
|
Nehrujee A, Vasanthan L, Lepcha A, Balasubramanian S. A Smartphone-based gaming system for vestibular rehabilitation: A usability study. J Vestib Res 2020; 29:147-160. [PMID: 31356221 DOI: 10.3233/ves-190660] [Citation(s) in RCA: 7] [Impact Index Per Article: 1.4] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/15/2022]
Abstract
BACKGROUNDVestibular dysfunctions result in a wide range of impairments and can have debilitating consequences on a person's day-to-day activities. Conventional vestibular rehabilitation is effective but suffers from poor therapy compliance due to boredom. Virtual reality technology can make training more engaging and allow precise quantification of the training process. However, most existing technologies for vestibular rehabilitation are expensive and not suitable for use in patients' homes and most clinics. In this pilot study, we developed and evaluated the usability of a smartphone-based head-mounted display (HMD) for vestibular rehabilitation and quantified the simulator sickness induced by the system.METHODSTwo adaptive training games were developed to train discrete and rhythmic head movements in the pitch and yaw planes. The usability and simulator sickness associated with the system were evaluated in a single testing session on healthy subjects and patients with unilateral vestibular dysfunction. Additionally, the head movement kinematics measured during training was also analyzed using different movement quality measures.RESULTSA total of 15 healthy subjects and 15 patients underwent testing with the system. Both groups found the system to be highly usable (>80 score on the system usability scale). Following 20-30 min training with the system, healthy subjects reported minimal simulator sickness symptoms. On the other hand, patients reported a higher incidence rate for symptoms, which could have been the result of their vestibular condition.CONCLUSIONThe current study demonstrated the usability and safety of a smartphone-based system for vestibular rehabilitation. The system is compact, and affordable thus has the potential to become an excellent tool for home-based vestibular rehabilitation.
Collapse
Affiliation(s)
- Aravind Nehrujee
- Department of Bioengineering, Christian Medical College, Bagayam, Vellore, Tamil Nadu, India
| | - Lenny Vasanthan
- Department of Physical Medicine and Rehabilitation, Physiotherapy Unit, Christian Medical College, Bagayam, Vellore, Tamil Nadu, India
| | - Anjali Lepcha
- Department of Ear, Nose and Throat, Audiovestibular Unit, Christian Medical College, Bagayam, Vellore, Tamil Nadu, India
| | | |
Collapse
|
18
|
Ballardini G, Florio V, Canessa A, Carlini G, Morasso P, Casadio M. Vibrotactile Feedback for Improving Standing Balance. Front Bioeng Biotechnol 2020; 8:94. [PMID: 32154229 PMCID: PMC7046798 DOI: 10.3389/fbioe.2020.00094] [Citation(s) in RCA: 17] [Impact Index Per Article: 3.4] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 09/30/2019] [Accepted: 01/31/2020] [Indexed: 01/01/2023] Open
Abstract
Maintaining balance standing upright is an active process that complements the stabilizing properties of muscle stiffness with feedback control driven by independent sensory channels: proprioceptive, visual, and vestibular. Considering that the contribution of these channels is additive, we investigated to what extent providing an additional channel, based on vibrotactile stimulation, may improve balance control. This study focused only on healthy young participants for evaluating the effects of different encoding methods and the importance of the informational content. We built a device that provides a vibrotactile feedback using two vibration motors placed on the anterior and posterior part of the body, at the L5 level. The vibration was synchronized with an accelerometric measurement encoding a combination of the position and acceleration of the body center of mass in the anterior-posterior direction. The goal was to investigate the efficacy of the information encoded by this feedback in modifying postural patterns, comparing, in particular, two different encoding methods: vibration always on and vibration with a dead zone, i.e., silent in a region around the natural stance posture. We also studied if after the exposure, the participants modified their normal oscillation patterns, i.e., if there were after effects. Finally, we investigated if these effects depended on the informational content of the feedback, introducing trials with vibration unrelated to the actual postural oscillations (sham feedback). Twenty-four participants were asked to stand still with their eyes closed, alternating trials with and without vibrotactile feedback: nine were tested with vibration always on and sham feedback, fifteen with dead zone feedback. The results show that synchronized vibrotactile feedback reduces significantly the sway amplitude while increasing the frequency in anterior-posterior and medial-lateral directions. The two encoding methods had no different effects of reducing the amount of postural sway during exposure to vibration, however only the dead-zone feedback led to short-term after effects. The presence of sham vibration, instead, increased the sway amplitude, highlighting the importance of the encoded information.
Collapse
Affiliation(s)
- Giulia Ballardini
- Department of Informatics, Bioengineering, Robotics and Systems Engineering, University of Genoa, Genoa, Italy
| | - Valeria Florio
- Department of Informatics, Bioengineering, Robotics and Systems Engineering, University of Genoa, Genoa, Italy
| | - Andrea Canessa
- Department of Informatics, Bioengineering, Robotics and Systems Engineering, University of Genoa, Genoa, Italy
| | - Giorgio Carlini
- Department of Informatics, Bioengineering, Robotics and Systems Engineering, University of Genoa, Genoa, Italy
| | - Pietro Morasso
- Department of Informatics, Bioengineering, Robotics and Systems Engineering, University of Genoa, Genoa, Italy
- Department of Robotics, Brain and Cognitive Sciences, Italian Institute of Technology, Genoa, Italy
| | - Maura Casadio
- Department of Informatics, Bioengineering, Robotics and Systems Engineering, University of Genoa, Genoa, Italy
| |
Collapse
|
19
|
Blasco J, Igual-Camacho C, Blasco M, Antón-Antón V, Ortiz-Llueca L, Roig-Casasús S. The efficacy of virtual reality tools for total knee replacement rehabilitation: A systematic review. Physiother Theory Pract 2019; 37:682-692. [PMID: 31313607 DOI: 10.1080/09593985.2019.1641865] [Citation(s) in RCA: 19] [Impact Index Per Article: 3.2] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 01/08/2023]
Abstract
Purpose. To assess the effects of training with virtual reality tools (VRT) during rehabilitation of patients after total knee replacement (TKR). Methods. Systematic review. Six databases were queried. Search criteria included studies in which participants underwent TKR, took part in a rehabilitation protocol with VRT, and clinical outcomes of rehabilitation were considered. Available demographic, interventional and outcome data, along with functional, balance, and pain outcome measures were extracted. Patient satisfaction was also summarized. Results. Six trials were included. Available information shows that multi-modal intervention with VRT is used primarily to augment conventional rehabilitation. The Wii Balance Board is the most frequently used device. Conclusions. Findings suggest that an augmented VRT physical therapy intervention that is specifically-oriented to enhance balance could be more effective for overcoming balance limitations than standard physical therapy. However, rehabilitation with VRT has no advantage over conventional training for enhancing function, resolving pain, or increasing patient satisfaction after TKR. Future studies are needed to confirm the findings, particularly regarding the feasibility of preoperative and continued in-home intervention. Registration: CRD42017057087.
Collapse
Affiliation(s)
- José Blasco
- Group of Physiotherapy in the Ageing Process: Social and Healthcare Strategies, Departament de Fisioteràpia, Universitat de València, Spain
| | - Celedonia Igual-Camacho
- Group of Physiotherapy in the Ageing Process: Social and Healthcare Strategies, Departament de Fisioteràpia, Universitat de València, Spain.,Servicio de Rehabilitación, Hospital Clínico Universitario de Valencia, Spain
| | - Marí Blasco
- Group of Physiotherapy in the Ageing Process: Social and Healthcare Strategies, Departament de Fisioteràpia, Universitat de València, Spain
| | - Virgilia Antón-Antón
- Departamento de Enfermería, Fisioterapia y Terapia Ocupacional - Campus de Toledo, Universidad de Castilla la Mancha, Spain
| | | | - Sergio Roig-Casasús
- Group of Physiotherapy in the Ageing Process: Social and Healthcare Strategies, Departament de Fisioteràpia, Universitat de València, Spain.,Servicio de Rehabilitación, Hospital Universitario y Politécnico de La Fe de Valencia, Spain
| |
Collapse
|
20
|
Nehrujee A, Vasanthan L, Lepcha A, Balasubramanian S. A Smartphone-based gaming system for vestibular rehabilitation: A usability study. J Vestib Res 2019. [DOI: 10.3233/ves-180660] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/15/2022]
Affiliation(s)
- Aravind Nehrujee
- Department of Bioengineering, Christian Medical College, Bagayam, Vellore, Tamil Nadu, India
| | - Lenny Vasanthan
- Department of Physical Medicine and Rehabilitation, Physiotherapy Unit, Christian Medical College, Bagayam, Vellore, Tamil Nadu, India
| | - Anjali Lepcha
- Department of Ear, Nose and Throat, Audiovestibular Unit, Christian Medical College, Bagayam, Vellore, Tamil Nadu, India
| | | |
Collapse
|
21
|
Vogt S, Skjæret-Maroni N, Neuhaus D, Baumeister J. Virtual reality interventions for balance prevention and rehabilitation after musculoskeletal lower limb impairments in young up to middle-aged adults: A comprehensive review on used technology, balance outcome measures and observed effects. Int J Med Inform 2019; 126:46-58. [PMID: 31029263 DOI: 10.1016/j.ijmedinf.2019.03.009] [Citation(s) in RCA: 13] [Impact Index Per Article: 2.2] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 04/11/2018] [Revised: 01/14/2019] [Accepted: 03/09/2019] [Indexed: 12/26/2022]
Abstract
BACKGROUND Balance training is an important aspect in prevention and rehabilitation of musculoskeletal lower limb injuries. Virtual reality (VR) is a promising addition or alternative to traditional training. This review aims to provide a comprehensive overview of VR technology and games employed for balance prevention and rehabilitation, balance outcome measures, and effects for both balance prevention and balance rehabilitation following musculoskeletal lower limb impairments. METHODS A systematic literature search was conducted in electronic databases to identify all related articles with a longitudinal study design on VR, balance, and prevention or musculoskeletal rehabilitation of the lower limbs in adult subjects between 19 and 65 years. RESULTS Eleven articles concerning balance prevention and five articles regarding balance rehabilitation were included. All studies used screen-based VR and off-the-shelf gaming consoles with accompanying games. The Star Excursion Balance Test (SEBT) was the most frequently used outcome measure. Two studies found positive effects of VR balance training in healthy adults, while none reported negative effects. None of the included studies showed a significant difference in balance performance after a VR balance rehabilitation intervention compared to traditional balance training. CONCLUSION Few studies have been published concerning musculoskeletal balance rehabilitation and balance prevention in healthy adult subjects. However, the studies published have shown that VR exercises are equally effective compared to traditional balance training for both domains of application. As there is large variability between studies, recommendations for future research are given to prospectively investigate the use of VR technology for balance training.
Collapse
Affiliation(s)
- Sarah Vogt
- Exercise Science and Neuroscience Unit, Department Exercise & Health, Paderborn University, Paderborn, Germany.
| | - Nina Skjæret-Maroni
- Department of Neuromedicine and Movement Science, Faculty of Medicine and Health Sciences, Norwegian University of Science and Technology, Trondheim, Norway
| | - Dorothee Neuhaus
- Exercise Science and Neuroscience Unit, Department Exercise & Health, Paderborn University, Paderborn, Germany
| | - Jochen Baumeister
- Exercise Science and Neuroscience Unit, Department Exercise & Health, Paderborn University, Paderborn, Germany
| |
Collapse
|
22
|
Carrasco M, Ortiz-Maqués N, Martínez-Rodríguez S. Playing with Nintendo Wii Sports: Impact on Physical Activity, Perceived Health and Cognitive Functioning of a Group of Community-Dwelling Older Adults. ACTIVITIES, ADAPTATION & AGING 2019. [DOI: 10.1080/01924788.2019.1595261] [Citation(s) in RCA: 2] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 02/03/2023]
Affiliation(s)
- María Carrasco
- Faculty of Psychology and Education, University of Deusto, Bilbao, Spain
| | - Nuria Ortiz-Maqués
- Faculty of Psychology and Education, University of Deusto, Bilbao, Spain
| | | |
Collapse
|
23
|
Exergame Experience of Young and Old Individuals Under Different Difficulty Adjustment Methods. COMPUTERS 2018. [DOI: 10.3390/computers7040059] [Citation(s) in RCA: 4] [Impact Index Per Article: 0.6] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 11/16/2022]
Abstract
In this work, we compare the exergaming experience of young and old individuals under four difficulty adjustment methods. Physical inactivity is a leading cause of numerous health conditions including heart diseases, diabetes, cancer, and reduced life expectancy. Committing to regular physical exercise is a simple non-pharmaceutical preventive measure for maintaining good health and sustaining quality of life. Incorporating exercise into games, studies frequently used exergames as an intervention tool over the last decades to improve physical functions and to increase adherence to exercise. While task difficulty optimization is crucial to exergame design, researchers consistently overlooked age as an element which can significantly influence the nature of end results. We use the Flow State Scale to analyze the mental state of young and old individuals to compare constant difficulty with ramping, performance-based, and biofeedback-based difficulty adjustments. Our results indicate that old individuals are less likely to experience flow compared to young under the same difficulty adjustment methods. Further investigation revealed that old individuals are likely to experience flow under ramping and biofeedback-based difficulty adjustments whereas performance-based adjustments were only feasible for young.
Collapse
|
24
|
Bakar Y, Tuğral A, Özel A, Altuntaş YD. Comparison of a 12-Week Whole-Body Exergaming Program on Young Adults: Differentiation in Flexibility, Muscle Strength, Reaction Time, and Walking Speed Between Sexes. Clin Nurs Res 2018; 29:424-432. [DOI: 10.1177/1054773818797881] [Citation(s) in RCA: 7] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/16/2022]
Abstract
This study aimed to investigate the effects of exergaming on flexibility, muscle strength, reaction time, and walking speed of adults within sex differences. Fifty-four individuals participated in a 12-week exergaming program. Three 30-min sessions were conducted each week. Baseline and post-intervention assessments were done using the sit-and-reach and bend-over tests for flexibility, hand-held dynamometer for muscle strength, auditory and visual reaction time machine for reaction time, and 5-meter walk test for walking speed. There were no significant changes in the sit-and-reach, bend-over test, and auditory-visual reaction time for either gender ( p > .05) with the intervention. Walking speed and muscle strength improved after exergaming in both sexes ( p < .05). The study showed that the video gaming intervention led to significant and equal improvements in muscle strength and walking speed for both sexes; however, it had no impact on flexibility and auditory-visual reaction time.
Collapse
Affiliation(s)
| | | | - Alp Özel
- Bolu Abant Izzet Baysal University, Turkey
| | | |
Collapse
|
25
|
Replacing Self-Efficacy in Physical Activity: Unconscious Intervention of the AR Game, Pokémon GO. SUSTAINABILITY 2018. [DOI: 10.3390/su10061971] [Citation(s) in RCA: 12] [Impact Index Per Article: 1.7] [Reference Citation Analysis] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 01/28/2023]
|
26
|
Schwenk M, Sabbagh M, Lin I, Morgan P, Grewal GS, Mohler J, Coon DW, Najafi B. Sensor-based balance training with motion feedback in people with mild cognitive impairment. ACTA ACUST UNITED AC 2018; 53:945-958. [PMID: 28475201 DOI: 10.1682/jrrd.2015.05.0089] [Citation(s) in RCA: 66] [Impact Index Per Article: 9.4] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 05/21/2015] [Revised: 02/03/2016] [Indexed: 11/05/2022]
Abstract
Some individuals with mild cognitive impairment (MCI) experience not only cognitive deficits but also a decline in motor function, including postural balance. This pilot study sought to estimate the feasibility, user experience, and effects of a novel sensor-based balance training program. Patients with amnestic MCI (mean age 78.2 yr) were randomized to an intervention group (IG, n = 12) or control group (CG, n = 10). The IG underwent balance training (4 wk, twice a week) that included weight shifting and virtual obstacle crossing. Real-time visual/audio lower-limb motion feedback was provided from wearable sensors. The CG received no training. User experience was measured by a questionnaire. Postintervention effects on balance (center of mass sway during standing with eyes open [EO] and eyes closed), gait (speed, variability), cognition, and fear of falling were measured. Eleven participants (92%) completed the training and expressed fun, safety, and helpfulness of sensor feedback. Sway (EO, p = 0.04) and fear of falling (p = 0.02) were reduced in the IG compared to the CG. Changes in other measures were nonsignificant. Results suggest that the sensor-based training paradigm is well accepted in the target population and beneficial for improving postural control. Future studies should evaluate the added value of the sensor-based training compared to traditional training.
Collapse
Affiliation(s)
- Michael Schwenk
- Interdisciplinary Consortium on Advanced Motion Performance-Arizona (iCAMP-A), Department of Surgery, College of Medicine, University of Arizona, Tucson, AZ.,Arizona Center on Aging, University of Arizona, Tucson, AZ.,Network Aging Research, Heidelberg University, Heidelberg, Germany
| | - Marwan Sabbagh
- Cleo Roberts Memory and Movement Disorders Center, Banner Sun Health Research Institute, Sun City, AZ
| | - Ivy Lin
- Interdisciplinary Consortium on Advanced Motion Performance-Arizona (iCAMP-A), Department of Surgery, College of Medicine, University of Arizona, Tucson, AZ
| | - Pharah Morgan
- Interdisciplinary Consortium on Advanced Motion Performance-Arizona (iCAMP-A), Department of Surgery, College of Medicine, University of Arizona, Tucson, AZ
| | - Gurtej S Grewal
- Interdisciplinary Consortium on Advanced Motion Performance-Arizona (iCAMP-A), Department of Surgery, College of Medicine, University of Arizona, Tucson, AZ
| | - Jane Mohler
- Interdisciplinary Consortium on Advanced Motion Performance-Arizona (iCAMP-A), Department of Surgery, College of Medicine, University of Arizona, Tucson, AZ.,Arizona Center on Aging, University of Arizona, Tucson, AZ
| | - David W Coon
- College of Nursing & Health Innovation, Arizona State University, Phoenix, AZ
| | - Bijan Najafi
- Interdisciplinary Consortium on Advanced Motion Performance-Arizona (iCAMP-A), Department of Surgery, College of Medicine, University of Arizona, Tucson, AZ.,Arizona Center on Aging, University of Arizona, Tucson, AZ.,Interdisciplinary Consortium on Advanced Motion Performance (iCAMP), Michael E. DeBakey Department of Surgery, Baylor College of Medicine, Houston, TX
| |
Collapse
|
27
|
Bonney E, Rameckers E, Ferguson G, Smits-Engelsman B. "Not just another Wii training": a graded Wii protocol to increase physical fitness in adolescent girls with probable developmental coordination disorder-a pilot study. BMC Pediatr 2018; 18:78. [PMID: 29471799 PMCID: PMC5822519 DOI: 10.1186/s12887-018-1029-7] [Citation(s) in RCA: 7] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 01/30/2017] [Accepted: 01/29/2018] [Indexed: 02/01/2023] Open
Abstract
Background Adolescents with low motor competence participate less in physical activity and tend to exhibit decreased physical fitness compared to their peers with high motor competence. It is therefore essential to identify new methods of enhancing physical fitness in this population. Active video games (AVG) have been shown to improve motor performance, yet investigations of its impact on physical fitness are limited. The objective of this study was to examine the impact of the graded Wii protocol in adolescent girls with probable Developmental Coordination Disorder (p-DCD). Methods A single-group pre-post design was conducted to assess the impact of a newly developed Wii protocol in adolescent girls attending school in a low income community of Cape Town, South Africa. Sixteen participants (aged 13-16 years) with p-DCD (≤16th percentile on the MABC-2 test) were recruited. Participants received 45 min Wii training for 14 weeks. Outcome measures included the six-minute walk distance and repeated sprint ability. Information on heart rate, enjoyment and perceived exertion ratings were also collected. Results Significant improvements in aerobic and anaerobic fitness were observed. The participants reported high enjoyment scores and low perceived exertion ratings. The graded Wii protocol was easily adaptable and required little resources (space, equipment and expertise) to administer. Conclusions The findings provide preliminary evidence to support the use of the graded Wii protocol for promoting physical fitness in adolescent girls with p-DCD. Further studies are needed to confirm these results and to validate the clinical efficacy of the protocol in a larger sample with a more robust design.
Collapse
Affiliation(s)
- Emmanuel Bonney
- Department of Health & Rehabilitation Sciences, Faculty of Health Sciences, University of Cape Town, Cape Town, South Africa. .,Department of Physiotherapy, School of Biomedical & Allied Health Sciences, University of Ghana, Accra, Ghana.
| | - Eugene Rameckers
- Adelante Centre of Expertise in Rehabilitation and Audiology, Hoensbroek, the Netherlands.,Department of Functioning and Rehabilitation, Maastricht University, Maastricht, the Netherlands
| | - Gillian Ferguson
- Department of Health & Rehabilitation Sciences, Faculty of Health Sciences, University of Cape Town, Cape Town, South Africa
| | - Bouwien Smits-Engelsman
- Department of Health & Rehabilitation Sciences, Faculty of Health Sciences, University of Cape Town, Cape Town, South Africa
| |
Collapse
|
28
|
Choi SD, Guo L, Kang D, Xiong S. Exergame technology and interactive interventions for elderly fall prevention: A systematic literature review. APPLIED ERGONOMICS 2017; 65:570-581. [PMID: 27825723 DOI: 10.1016/j.apergo.2016.10.013] [Citation(s) in RCA: 97] [Impact Index Per Article: 12.1] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Received: 06/11/2016] [Revised: 10/21/2016] [Accepted: 10/26/2016] [Indexed: 05/17/2023]
Abstract
Training balance and promoting physical activities in the elderly can contribute to fall-prevention. Due to the low adherence of conventional physical therapy, fall interventions through exergame technologies are emerging. The purpose of this review study is to synthesize the available research reported on exergame technology and interactive interventions for fall prevention in the older population. Twenty-five relevant papers retrieved from five major databases were critically reviewed and analyzed. Results showed that the most common exergaming device for fall intervention was Nintendo Wii, followed by Xbox Kinect. Even though the exergame intervention protocols and outcome measures for assessing intervention effectiveness varied, the accumulated evidences revealed that exergame interventions improved physical or cognitive functions in the elderly. However, it remains inconclusive whether or not the exergame-based intervention for the elderly fall prevention is superior to conventional physical therapy and the effect mechanism of the exergaming on elderly's balance ability is still unclear.
Collapse
Affiliation(s)
- Sang D Choi
- Department of Occupational & Environmental Safety & Health, University of Wisconsin - Whitewater, Whitewater, WI, USA
| | - Liangjie Guo
- Human Factors and Ergonomics Laboratory, Department of Industrial & Systems Engineering, Korea Advanced Institute of Science and Technology (KAIST), Yuseong, South Korea; Department of Safety Engineering, China University of Geosciences, Wuhan, China
| | - Donghun Kang
- Department of Human & Systems Engineering, Ulsan National Institute of Science and Technology (UNIST), Ulsan, South Korea
| | - Shuping Xiong
- Human Factors and Ergonomics Laboratory, Department of Industrial & Systems Engineering, Korea Advanced Institute of Science and Technology (KAIST), Yuseong, South Korea.
| |
Collapse
|
29
|
Virtual Reality Training With Three-Dimensional Video Games Improves Postural Balance and Lower Extremity Strength in Community-Dwelling Older Adults. J Aging Phys Act 2017; 25:621-627. [PMID: 28290746 DOI: 10.1123/japa.2015-0271] [Citation(s) in RCA: 29] [Impact Index Per Article: 3.6] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/18/2022]
Abstract
Avatar-based three-dimensional technology is a new approach to improve physical function in older adults. The aim of this study was to use three-dimensional video gaming technology in virtual reality training to improve postural balance and lower extremity strength in a population of community-dwelling older adults. The experimental group participated in the virtual reality training program for 60 min, twice a week, for 6 weeks. Both experimental and control groups were given three times for falls prevention education at the first, third, and fifth weeks. The experimental group showed significant improvements not only in static and dynamic postural balance but also lower extremity strength (p < .05). Furthermore, the experimental group was improved to overall parameters compared with the control group (p < .05). Therefore, three-dimensional video gaming technology might be beneficial for improving postural balance and lower extremity strength in community-dwelling older adults.
Collapse
|
30
|
Tripette J, Murakami H, Ryan KR, Ohta Y, Miyachi M. The contribution of Nintendo Wii Fit series in the field of health: a systematic review and meta-analysis. PeerJ 2017; 5:e3600. [PMID: 28890847 PMCID: PMC5590553 DOI: 10.7717/peerj.3600] [Citation(s) in RCA: 26] [Impact Index Per Article: 3.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 04/04/2017] [Accepted: 06/29/2017] [Indexed: 12/22/2022] Open
Abstract
Background Wii Fit was originally designed as a health and fitness interactive training experience for the general public. There are, however, many examples of Wii Fit being utilized in clinical settings. This article aims to identify the contribution of Wii Fit in the field of health promotion and rehabilitation by: (1) identifying the health-related domains for which the Wii Fit series has been tested, (2) clarifying the effect of Wii Fit in those identified health-related domains and (3) quantifying this effect. Method A systematic literature review was undertaken. The MEDLINE database and Games for Health Journal published content were explored using the search term “Wii-Fit.” Occurrences resulting from manual searches on Google and material suggested by experts in the field were also considered. Included articles were required to have measurements from Wii Fit activities for at least one relevant health indicator. The effect of Wii Fit interventions was assessed using meta-analyses for the following outcomes: activity-specific balance confidence score, Berg balance score (BBC) and time-up-and-go test (TUG). Findings A total of 115 articles highlighted that the Wii Fit has been tested in numerous healthy and pathological populations. Out of these, only a few intervention studies have focused on the prevention of chronic diseases. A large proportion of the studies focus on balance training (N = 55). This systematic review highlights several potential benefits of Wii Fit interventions and these positive observations are supported by meta-analyses data (N = 25). For example, the BBC and the TUG respond to a similar extend to Wii Fit interventions compared with traditional training. Conclusion Wii Fit has the potential to be used as a rehabilitation tool in different clinical situations. However, the current literature includes relatively few randomized controlled trials in each population. Further research is therefore required.
Collapse
Affiliation(s)
- Julien Tripette
- Ochanomizu University, Bunkyo, Tokyo, Japan.,Department of Physical Activity Research, National Institutes of Biomedical innovation, Health and Nutrition, Shinjuku, Tokyo, Japan
| | - Haruka Murakami
- Department of Physical Activity Research, National Institutes of Biomedical innovation, Health and Nutrition, Shinjuku, Tokyo, Japan
| | - Katie Rose Ryan
- Department of Physical Activity Research, National Institutes of Biomedical innovation, Health and Nutrition, Shinjuku, Tokyo, Japan
| | - Yuji Ohta
- Ochanomizu University, Bunkyo, Tokyo, Japan
| | - Motohiko Miyachi
- Department of Physical Activity Research, National Institutes of Biomedical innovation, Health and Nutrition, Shinjuku, Tokyo, Japan
| |
Collapse
|
31
|
Street TD, Lacey SJ, Langdon RR. Gaming Your Way to Health: A Systematic Review of Exergaming Programs to Increase Health and Exercise Behaviors in Adults. Games Health J 2017; 6:136-146. [DOI: 10.1089/g4h.2016.0102] [Citation(s) in RCA: 61] [Impact Index Per Article: 7.6] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/13/2022] Open
Affiliation(s)
- Tamara D. Street
- Wesley Medical Research, Toowong, Australia
- Institute of Health and Biomedical Innovation (IHBI), Queensland University of Technology, Kelvin Grove, Australia
| | | | | |
Collapse
|
32
|
Ordnung M, Hoff M, Kaminski E, Villringer A, Ragert P. No Overt Effects of a 6-Week Exergame Training on Sensorimotor and Cognitive Function in Older Adults. A Preliminary Investigation. Front Hum Neurosci 2017; 11:160. [PMID: 28420973 PMCID: PMC5378780 DOI: 10.3389/fnhum.2017.00160] [Citation(s) in RCA: 33] [Impact Index Per Article: 4.1] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 10/28/2016] [Accepted: 03/17/2017] [Indexed: 01/09/2023] Open
Abstract
Several studies investigating the relationship between physical activity and cognition showed that exercise interventions might have beneficial effects on working memory, executive functions as well as motor fitness in old adults. Recently, movement based video games (exergames) have been introduced to have the capability to improve cognitive function in older adults. Healthy aging is associated with a loss of cognitive, as well as sensorimotor functions. During exergaming, participants are required to perform physical activities while being simultaneously surrounded by a cognitively challenging environment. However, only little is known about the impact of exergame training interventions on a broad range of motor, sensory, and cognitive skills. Therefore, the present study aims at investigating the effects of an exergame training over 6 weeks on cognitive, motor, and sensory functions in healthy old participants. For this purpose, 30 neurologically healthy older adults were randomly assigned to either an experimental (ETG, n = 15, 1 h training, twice a week) or a control group (NTG, n = 15, no training). Several cognitive tests were performed before and after exergaming in order to capture potential training-induced effects on processing speed as well as on executive functions. To measure the impact of exergaming on sensorimotor performance, a test battery consisting of pinch and grip force of the hand, tactile acuity, eye-hand coordination, flexibility, reaction time, coordination, and static balance were additionally performed. While we observed significant improvements in the trained exergame (mainly in tasks that required a high load of coordinative abilities), these gains did not result in differential performance improvements when comparing ETG and NTG. The only exergaming-induced difference was a superior behavioral gain in fine motor skills of the left hand in ETG compared to NTG. In an exploratory analysis, within-group comparison revealed improvements in sensorimotor and cognitive tasks (ETG) while NTG only showed an improvement in a static balance test. Taken together, the present study indicates that even though exergames might improve gaming performance, our behavioral assessment was probably not sensitive enough to capture exergaming-induced improvements. Hence, we suggest to use more tailored outcome measures in future studies to assess potential exergaming-induced changes.
Collapse
Affiliation(s)
- Madeleine Ordnung
- Department of Neurology, Max Planck Institute for Human Cognitive and Brain SciencesLeipzig, Germany
| | - Maike Hoff
- Department of Neurology, Max Planck Institute for Human Cognitive and Brain SciencesLeipzig, Germany
| | - Elisabeth Kaminski
- Department of Neurology, Max Planck Institute for Human Cognitive and Brain SciencesLeipzig, Germany
| | - Arno Villringer
- Department of Neurology, Max Planck Institute for Human Cognitive and Brain SciencesLeipzig, Germany
- Mind and Brain Institute, Charité and Humboldt UniversityBerlin, Germany
| | - Patrick Ragert
- Department of Neurology, Max Planck Institute for Human Cognitive and Brain SciencesLeipzig, Germany
- Institute for General Kinesiology and Exercise Science, University of LeipzigLeipzig, Germany
| |
Collapse
|
33
|
Abstract
The aim of this paper was to investigate the effect of commercial video games (VGs) in physical rehabilitation of motor functions. Several databases were screened (Medline, SAGE Journals Online, and ScienceDirect) using combinations of the following free-text terms: commercial games, video games, exergames, serious gaming, rehabilitation games, PlayStation, Nintendo, Wii, Wii Fit, Xbox, and Kinect. The search was limited to peer-reviewed English journals. The beginning of the search time frame was not restricted and the end of the search time frame was 31 December 2015. Only randomized controlled trial, cohort, and observational studies evaluating the effect of VGs on physical rehabilitation were included in the review. A total of 4728 abstracts were screened, 275 were fully reviewed, and 126 papers were eventually included. The following information was extracted from the selected studies: device type, number and type of patients, intervention, and main outcomes. The integration of VGs into physical rehabilitation has been tested for various pathological conditions, including stroke, cerebral palsy, Parkinson's disease, balance training, weight loss, and aging. There was large variability in the protocols used (e.g. number of sessions, intervention duration, outcome measures, and sample size). The results of this review show that in most cases, the introduction of VG training in physical rehabilitation offered similar results as conventional therapy. Therefore, VGs could be added as an adjunct treatment in rehabilitation for various pathologies to stimulate patient motivation. VGs could also be used at home to maintain rehabilitation benefits.
Collapse
|
34
|
Glännfjord F, Hemmingsson H, Larsson Ranada Å. Elderly people's perceptions of using Wii sports bowling - A qualitative study. Scand J Occup Ther 2016; 24:329-338. [PMID: 27960603 DOI: 10.1080/11038128.2016.1267259] [Citation(s) in RCA: 12] [Impact Index Per Article: 1.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 12/16/2022]
Abstract
The Nintendo Wii is a gaming console with motion-sensitive controls that is making inroads into health care and rehabilitation. However, there is still limited knowledge on how elderly people perceive the use of such a product. The aim of this study was to examine how the use of the Wii Sports Bowling in an activity group was perceived by elderly people. The data consisted of observations and interviews with participants who used Wii Sports Bowling and was analysed with content analysis. The findings are described in three themes; 'The use of the Wii Sports game', 'Engagement in the game' and 'Social interaction around the activity'. Wii Sports Bowling was described as easier to play compared to real-life bowling and was enjoyable and a social activity. The opportunity to meet the group each week was important for the participants. Playing the game resulted in signs of immersion and a flow-like state. The Wii was perceived to be easy to use, to provide a way to socialize with peers and to give opportunities to participate in activities in a new way. More studies regarding elderly people's experiences and apprehensions regarding new technology such as gaming consoles and virtual reality are needed.
Collapse
Affiliation(s)
- Fredrik Glännfjord
- a Department of Social and Welfare studies , Linköping University , Norrköping , Sweden
| | - Helena Hemmingsson
- a Department of Social and Welfare studies , Linköping University , Norrköping , Sweden
| | - Åsa Larsson Ranada
- a Department of Social and Welfare studies , Linköping University , Norrköping , Sweden
| |
Collapse
|
35
|
Morone G, Paolucci T, Luziatelli S, Iosa M, Piermattei C, Zangrando F, Paolucci S, Vulpiani MC, Saraceni VM, Baldari C, Guidetti L. Wii Fit is effective in women with bone loss condition associated with balance disorders: a randomized controlled trial. Aging Clin Exp Res 2016; 28:1187-1193. [PMID: 27154875 DOI: 10.1007/s40520-016-0578-6] [Citation(s) in RCA: 12] [Impact Index Per Article: 1.3] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 02/20/2016] [Accepted: 04/20/2016] [Indexed: 11/28/2022]
Abstract
The use of exergame for balance competencies was recently explored in women affected by balance ability reduction with non-conclusive results. The aim of the study was to evaluate the efficacy of a supervised exergame performed with the Wii Fit® compared to conventional exercises on balance function, quality of life, fear of fall and well-being in women with bone loss. Thirty-eight female participants aged over 65 years, with a bone loss condition, were enrolled and random allocated in the Wii group or control group. Subject enrolled in Wii group performed a balance training with a Wii Fit supervised by a physiotherapist (1 h, 2 days per week, during 8 weeks) while in control subjects performed the same amount of conventional balance exercises. Subject enrolled in experimental group showed significantly higher scores in terms of Berg Balance Scale (p = 0.027). In SF-36 scores, a significant difference was reported for physical activity score after treatment (p = 0.031). Fear of falling and the psychological scales were not significantly different between the two groups. In women with bone loss condition, a supervised Wii Fit training has shown better efficacy in improving balance performance with respect to conventional balance exercises.
Collapse
Affiliation(s)
- Giovanni Morone
- Clinical Laboratory of Experimental Neurorehabilitation, IRCCS Santa Lucia Foundation, Via Ardeatina 306, 00179, Rome, Italy.
| | - Teresa Paolucci
- Physical Medicine and Rehabilitation, Policlinico Umberto I, Sapienza University of Rome, Piazzale Aldo Moro 5, 00185, Rome, Italy
| | - Sara Luziatelli
- Physical Medicine and Rehabilitation, Policlinico Umberto I, Sapienza University of Rome, Piazzale Aldo Moro 5, 00185, Rome, Italy
| | - Marco Iosa
- Clinical Laboratory of Experimental Neurorehabilitation, IRCCS Santa Lucia Foundation, Via Ardeatina 306, 00179, Rome, Italy
| | - Cristina Piermattei
- Physical Medicine and Rehabilitation, Policlinico Umberto I, Sapienza University of Rome, Piazzale Aldo Moro 5, 00185, Rome, Italy
| | - Federico Zangrando
- Physical Medicine and Rehabilitation, Policlinico Umberto I, Sapienza University of Rome, Piazzale Aldo Moro 5, 00185, Rome, Italy
| | - Stefano Paolucci
- Clinical Laboratory of Experimental Neurorehabilitation, IRCCS Santa Lucia Foundation, Via Ardeatina 306, 00179, Rome, Italy
| | - Maria Chiara Vulpiani
- Physical Medicine and Rehabilitation Unit, Sant'Andrea Hospital, Sapienza University of Rome, Via di Grottarossa, 1035/1039, 00189, Rome, Italy
| | - Vincenzo Maria Saraceni
- Physical Medicine and Rehabilitation, Policlinico Umberto I, Sapienza University of Rome, Piazzale Aldo Moro 5, 00185, Rome, Italy
| | - Carlo Baldari
- Department of Movement, Human and Health Sciences, University of Rome Foro Italico, Piazza Lauro De Bosis, 15, 00135, Rome, Italy
| | - Laura Guidetti
- Department of Movement, Human and Health Sciences, University of Rome Foro Italico, Piazza Lauro De Bosis, 15, 00135, Rome, Italy
| |
Collapse
|
36
|
Natal JZ, Vojciechowski AS, Gomes ARS, Rodrigues EV, Melo Filho J, Korelo RIG. Efeitos do treinamento com Kinect Sports e Kinect Adventures na resistência da musculatura lombopélvica de adultos jovens saudáveis: ensaio clínico não randomizado. FISIOTERAPIA E PESQUISA 2016. [DOI: 10.1590/1809-2950/15727523042016] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/21/2022] Open
Abstract
RESUMO O treinamento com exergames (EXG) tem sido utilizado como técnica para prevenção em saúde, embora pouco se saiba sobre sua influência na resistência da musculatura da região lombopélvica. Assim, analisou-se os efeitos dos jogos Kinect Sports ® e Kinect Adventures ® sobre a resistência muscular da região lombopélvica de adultos jovens saudáveis. Tivemos 40 participantes (26 mulheres e 14 homens, com idade entre 18 e 30 anos) divididos por conveniência em grupo controle (GC, n=20) e grupo intervenção (GI, n=20), e submetidos a avaliações da resistência da musculatura flexora, extensora e flexora lateral do tronco, em três períodos: inicial (T0), depois de cinco semanas (T5) e depois de 12 semanas (T12). Somente o GI realizou treinamento com videogame, jogos Kinect Sports ® e Kinect Adventures ® (Xbox 360 Kinect®), em duplas, duas vezes por semana, durante 12 semanas. Para analisar as diferenças entre os grupos foi utilizado o teste de ANOVA mista com medidas repetidas design 2 (grupo de tratamento: GC vs. GI) x3 (testes do complexo lombopélvico: T0 vs. T5 vs. T12) (p<0,05). Resultados: O GI apresentou aumento significativo da resistência de extensores de tronco e flexores laterais de tronco (F2,76=3.947, p=0,03; F2,76=3.763, p=0,02, respectivamente) depois de 12 semanas de intervenção com o videogame, em comparação ao GC. Concluiu-se que o treinamento com EXG (Xbox 360 Kinect Sports ® e Kinect Adventures ®) incrementou a resistência da musculatura da região lombopélvica de adultos jovens saudáveis. Este protocolo pode ser considerado na prevenção de desordens musculoesqueléticas da região lombar.
Collapse
|
37
|
Hsu TY. Effects of Wii Fit(®) balance game training on the balance ability of students with intellectual disabilities. J Phys Ther Sci 2016; 28:1422-6. [PMID: 27313343 PMCID: PMC4905882 DOI: 10.1589/jpts.28.1422] [Citation(s) in RCA: 10] [Impact Index Per Article: 1.1] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Journal Information] [Subscribe] [Scholar Register] [Received: 12/18/2015] [Accepted: 01/19/2016] [Indexed: 11/24/2022] Open
Abstract
[Purpose] The aim of this study was to assess the effects of 8 weeks of Wii Fit balance game training on the balance abilities of students with intellectual disabilities. [Subjects and Methods] Twenty-four students with intellectual disabilities were selected and randomly divided into Wii Fit balance game training, physical education, and sedentary activity groups. The Wii Fit balance game training group received two 40-minute Wii Fit balance game training sessions per week for a total of 8 weeks. Kruskal-Wallis one-way analysis of variance and the Wilcoxon signed rank test were used to compare differences. [Results] After eight weeks of training, the Wii Fit balance game training group showed significant differences between the pre- and post-training parameters, including the duration of standing on one leg with the eyes closed, average anteroposterior movement speed, swing area per unit time, and speed strength index. The physical education group showed significant differences between the pre- and post-training speed strength index values. The sedentary activity group did not show any significant differences between the pre- and post-training parameters. [Conclusion] Wii Fit balance game training can improve static balance and lower extremity muscle strength in students with intellectual disabilities.
Collapse
Affiliation(s)
- Tai-Yen Hsu
- Department of Physical Education, National Taichung University of Education, Taiwan
| |
Collapse
|
38
|
Ma CZH, Wong DWC, Lam WK, Wan AHP, Lee WCC. Balance Improvement Effects of Biofeedback Systems with State-of-the-Art Wearable Sensors: A Systematic Review. SENSORS 2016; 16:434. [PMID: 27023558 PMCID: PMC4850948 DOI: 10.3390/s16040434] [Citation(s) in RCA: 69] [Impact Index Per Article: 7.7] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Download PDF] [Figures] [Subscribe] [Scholar Register] [Received: 01/31/2016] [Revised: 03/19/2016] [Accepted: 03/21/2016] [Indexed: 12/26/2022]
Abstract
Falls and fall-induced injuries are major global public health problems. Balance and gait disorders have been the second leading cause of falls. Inertial motion sensors and force sensors have been widely used to monitor both static and dynamic balance performance. Based on the detected performance, instant visual, auditory, electrotactile and vibrotactile biofeedback could be provided to augment the somatosensory input and enhance balance control. This review aims to synthesize the research examining the effect of biofeedback systems, with wearable inertial motion sensors and force sensors, on balance performance. Randomized and non-randomized clinical trials were included in this review. All studies were evaluated based on the methodological quality. Sample characteristics, device design and study characteristics were summarized. Most previous studies suggested that biofeedback devices were effective in enhancing static and dynamic balance in healthy young and older adults, and patients with balance and gait disorders. Attention should be paid to the choice of appropriate types of sensors and biofeedback for different intended purposes. Maximizing the computing capacity of the micro-processer, while minimizing the size of the electronic components, appears to be the future direction of optimizing the devices. Wearable balance-improving devices have their potential of serving as balance aids in daily life, which can be used indoors and outdoors.
Collapse
Affiliation(s)
- Christina Zong-Hao Ma
- Interdisciplinary Division of Biomedical Engineering, The Hong Kong Polytechnic University, Hong Kong, China.
- Rehabilitation Engineering Research Institute, China Rehabilitation Research Center, Beijing 100068, China.
| | - Duo Wai-Chi Wong
- Interdisciplinary Division of Biomedical Engineering, The Hong Kong Polytechnic University, Hong Kong, China.
| | - Wing Kai Lam
- Li Ning Sports Science Research Center, Beijing 101111, China.
| | - Anson Hong-Ping Wan
- Interdisciplinary Division of Biomedical Engineering, The Hong Kong Polytechnic University, Hong Kong, China.
| | - Winson Chiu-Chun Lee
- Interdisciplinary Division of Biomedical Engineering, The Hong Kong Polytechnic University, Hong Kong, China.
- Institute of Active Ageing, The Hong Kong Polytechnic University, Hong Kong, China.
| |
Collapse
|
39
|
Sajid S, Dale W, Mustian K, Kotwal A, Heckler C, Porto M, Fung C, Mohile SG. Novel physical activity interventions for older patients with prostate cancer on hormone therapy: A pilot randomized study. J Geriatr Oncol 2016; 7:71-80. [PMID: 26916611 PMCID: PMC4818675 DOI: 10.1016/j.jgo.2016.02.002] [Citation(s) in RCA: 46] [Impact Index Per Article: 5.1] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 08/18/2015] [Revised: 01/07/2016] [Accepted: 02/01/2016] [Indexed: 10/22/2022]
Abstract
BACKGROUND Androgen deprivation therapy (ADT) can decrease the physical performance (PP) of older men with prostate cancer (PC). METHODS We conducted a three-arm randomized pilot study (n=19) comparing a home-based walking and resistance intervention (EXCAP) and a technology-mediated walking and resistance intervention using Wii-Fit to a usual-care arm in men ≥70 years with PC receiving ADT. The intervention lasted for 6 weeks, with follow-up at 12 weeks. The primary pre-specified outcome was change in Short Physical Performance Battery (SPPB) score. Mixed effects regression models were used to assess change in outcomes over time. RESULTS Mean participant age was 70 years (range: 67-93). Eight patients were randomized to the Wii-Fit arm, 6 to the EXCAP arm, and 5 to the usual-care arm. SPPB scores remained nearly constant in the usual-care arm (β=-0.12; p=0.79), while individuals in the EXCAP arm had on average a 1.2 point increase at each follow-up (β=1.20; 95% CI: 0.36, 2.06). The Wii-fit arm had a non-significant increase in SPPB score over time relative to usual-care (β=0.32; 95% CI -0.43, 1.06; p=0.46). Individuals in the EXCAP arm had an increase in steps per day over time compared to the usual-care arm (p-value=0.006); the EXCAP arm had an increase of 2720 steps (95% CI: 1313, 4128) while the usual-care arm had an increase of 97 steps (95% CI: -1140, 1333). Participants in the Wii-Fit arm had an increase of 1020 steps (95% CI: -474, 1238, p=0.710). Other outcomes (i.e., handgrip strength, lean muscle mass, and chest press repetitions) were not statistically significant. CONCLUSIONS A home-based aerobic and resistance exercise program, EXCAP, shows promise for improving PP in older men with PC on ADT.
Collapse
Affiliation(s)
- Saleha Sajid
- Department of Medicine, Section of Geriatrics & Palliative Medicine, and Hematology/Oncology, University of Chicago, Chicago, IL, USA.
| | - William Dale
- Department of Medicine, Section of Geriatrics & Palliative Medicine, and Hematology/Oncology, University of Chicago, Chicago, IL, USA.
| | - Karen Mustian
- Department of Medicine, James Wilmot Cancer Institute, University of Rochester, Rochester, NY, USA.
| | - Ashwin Kotwal
- Department of Medicine, Section of Geriatrics & Palliative Medicine, and Hematology/Oncology, University of Chicago, Chicago, IL, USA.
| | - Charles Heckler
- Department of Medicine, James Wilmot Cancer Institute, University of Rochester, Rochester, NY, USA
| | - Michelle Porto
- Department of Medicine, James Wilmot Cancer Institute, University of Rochester, Rochester, NY, USA
| | - Chunkit Fung
- Department of Medicine, James Wilmot Cancer Institute, University of Rochester, Rochester, NY, USA.
| | - Supriya G Mohile
- Department of Medicine, James Wilmot Cancer Institute, University of Rochester, Rochester, NY, USA.
| |
Collapse
|
40
|
Montero-Alía P, Muñoz-Ortiz L, Jiménez-González M, Benedicto-Pañell C, Altimir-Losada S, López-Colomer Y, Prat-Rovira J, Amargant-Rubio JF, Jastes SM, Moreno-Buitrago A, Rodríguez-Pérez MC, Teixidó-Vargas C, Albarrán-Sánchez JL, Candel-Gil A, Serra-Serra D, Martí-Cervantes JJ, Sánchez-Pérez CA, Sañudo-Blanco L, Dolader-Olivé S, Torán-Monserrat P. Study protocol of a randomized clinical trial evaluating the effectiveness of a primary care intervention using the Nintendo™ Wii console to improve balance and decrease falls in the elderly. BMC Geriatr 2016; 16:8. [PMID: 26796956 PMCID: PMC4722618 DOI: 10.1186/s12877-015-0178-x] [Citation(s) in RCA: 7] [Impact Index Per Article: 0.8] [Reference Citation Analysis] [Abstract] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 10/08/2015] [Accepted: 12/23/2015] [Indexed: 11/18/2022] Open
Abstract
Background Balance alteration is a risk factor for falls in elderly individuals that has physical, psychological and economic consequences. The objectives of this study are to evaluate the usefulness of an intervention utilizing the Nintendo™ Wii console in order to improve balance, thereby decreasing both the fear of falling as well as the number of falls, and to evaluate the correlation between balance as determined by the console and the value obtained in the Tinetti tests and the one foot stationary test. Methods/Design This is a controlled, randomized clinical trial of individual assignment, carried out on patients over 70 years in age, from five primary care centers in the city of Mataró (Barcelona). 380 patients were necessary for the intervention group that carried out the balance board exercises in 2 sessions per week for a 3 month period, and 380 patients in the control group who carried out their usual habits. Balance was evaluated using the Tinetti test, the one foot stationary test and with the console, at the start of the study, at the end of the intervention (3 months) and one year later. Quarterly telephone follow-up was also conducted to keep track of falls and their consequences. Discussion The study aimed to connect the community with a technology that may be an easy and fun way to assist the elderly in improving their balance without the need to leave home or join rehabilitation groups, offering greater comfort for this population and decreasing healthcare costs since there is no need for specialized personnel. Trial registration Current Control Trial NCT02570178.
Collapse
Affiliation(s)
- Pilar Montero-Alía
- Primary Healthcare Research Support Unit Metropolitana Nord, Institute of Primary Care Research (IDIAP) Jordi Gol, Calle Major 49-53, 08921, Santa Coloma de Gramenet, Spain. .,Primary Healthcare Centre Riera (Mataró 1), Catalan Health Institute, Calle Ronda Prim 35, 08302, Mataró, Spain.
| | - Laura Muñoz-Ortiz
- Primary Healthcare Research Support Unit Metropolitana Nord, Institute of Primary Care Research (IDIAP) Jordi Gol, Calle Major 49-53, 08921, Santa Coloma de Gramenet, Spain.
| | - Mercè Jiménez-González
- Primary Healthcare Centre Riera (Mataró 1), Catalan Health Institute, Calle Ronda Prim 35, 08302, Mataró, Spain.
| | - Carla Benedicto-Pañell
- Primary Healthcare Centre Rocafonda (Mataró 3), Catalan Health Institute, Ronda Pintor Rafael Estrany 24, 08320, Mataró, Spain.
| | - Salvador Altimir-Losada
- Hospital Universitari Germans Trias i Pujol, Carretera de Canyet s/n, 08916, Badalona, Spain.
| | - Yolanda López-Colomer
- Hospital Universitari Germans Trias i Pujol, Carretera de Canyet s/n, 08916, Badalona, Spain.
| | - Josep Prat-Rovira
- Residència de Gent Gran del Institut Català d'Assistència i Serveis Socials (ICASS), Gatassa 43, 08303, Mataró, Spain.
| | - Joan Francesc Amargant-Rubio
- Primary Healthcare Centre Gatassa (Radiologia), Catalan Health Institute, Camí del Mig 36, 08303, Mataró, Spain.
| | - Sheila Mendes Jastes
- Primary Healthcare Centre El Masnou, Catalan Health Institute, Calle de Sant Miquel 125, 08320, El Masnou, Spain.
| | - Ana Moreno-Buitrago
- Faculty of Economics and Business, University of Barcelona, Avenida Diagonal 690, 08034, Barcelona, Spain.
| | - M Carmen Rodríguez-Pérez
- Primary Healthcare Centre Riera (Mataró 1), Catalan Health Institute, Calle Ronda Prim 35, 08302, Mataró, Spain.
| | - Cristina Teixidó-Vargas
- Primary Healthcare Centre Ronda Cerdanya (Mataró 5), Catalan Health Institute, Calle del Vallès 37, 08304, Mataró, Spain.
| | - José Luís Albarrán-Sánchez
- Primary Healthcare Centre El Masnou, Catalan Health Institute, Calle de Sant Miquel 125, 08320, El Masnou, Spain.
| | - Anna Candel-Gil
- Primary Healthcare Centre Riera (Mataró 1), Catalan Health Institute, Calle Ronda Prim 35, 08302, Mataró, Spain.
| | - Domènec Serra-Serra
- Primary Healthcare Centre Riera (Mataró 1), Catalan Health Institute, Calle Ronda Prim 35, 08302, Mataró, Spain.
| | - Juan José Martí-Cervantes
- Primary Healthcare Centre Riera (Mataró 1), Catalan Health Institute, Calle Ronda Prim 35, 08302, Mataró, Spain.
| | - Carlos Andrés Sánchez-Pérez
- Primary Healthcare Centre Riera (Mataró 1), Catalan Health Institute, Calle Ronda Prim 35, 08302, Mataró, Spain.
| | - Lidia Sañudo-Blanco
- Primary Healthcare Centre Riera (Mataró 1), Catalan Health Institute, Calle Ronda Prim 35, 08302, Mataró, Spain.
| | - Sònia Dolader-Olivé
- Primary Healthcare Centre Riera (Mataró 1), Catalan Health Institute, Calle Ronda Prim 35, 08302, Mataró, Spain.
| | - Pere Torán-Monserrat
- Primary Healthcare Research Support Unit Metropolitana Nord, Institute of Primary Care Research (IDIAP) Jordi Gol, Calle Major 49-53, 08921, Santa Coloma de Gramenet, Spain.
| |
Collapse
|
41
|
Ibrahim MS, Mattar AG, Elhafez SM. Efficacy of virtual reality-based balance training versus the Biodex balance system training on the body balance of adults. J Phys Ther Sci 2016; 28:20-6. [PMID: 26957722 PMCID: PMC4755968 DOI: 10.1589/jpts.28.20] [Citation(s) in RCA: 17] [Impact Index Per Article: 1.9] [Reference Citation Analysis] [Abstract] [Track Full Text] [Download PDF] [Journal Information] [Subscribe] [Scholar Register] [Received: 08/17/2015] [Accepted: 10/05/2015] [Indexed: 11/24/2022] Open
Abstract
[Purpose] This study investigated efficacy of virtual reality (VR)-based balance training
on enhancing balance and postural reactions of adults as a low-cost new modality compared
to the established Biodex Balance System (BBS). [Subjects] Thirty normal adults of both
genders were divided randomly into two equal-sized experimental groups of 15: BBS balance
training and VR balance training. [Methods] The training programmes were conducted in 12
sessions, three 15-min sessions per week. The Nintendo® Wii Fit Plus (NWFP) and
its balance board were used to train of the VR group. Each participant answered a
questionnaire concerning usability, enjoyment, balance improvement, and fatigue at the end
of the training programs. [Results] The study found a significant increase the measure of
mean overall balance (OLB) in both groups. No significant difference was found between the
groups, but a significant decrease in the mean balance-test time was found for both
groups, with no significant difference between the two training methods. The VR programme
was rated highly enjoyable by 81.8% of the group. [Conclusion] The Wii Fit Plus system
with the balance board as a new VR balance-training technique, can be considered an
effective and enjoyable tool for the training of adults’ body balance.
Collapse
Affiliation(s)
- Manal S. Ibrahim
- Department of Biomechanics, Faculty of Physical Therapy, Cairo University: 7 Ahmed Ezzayyat Street, Bein Essarayat, Giza, Egypt
| | - Ayman G. Mattar
- Department of Biomechanics, Faculty of Physical Therapy, Cairo University: 7 Ahmed Ezzayyat Street, Bein Essarayat, Giza, Egypt
| | - Salam M. Elhafez
- Department of Biomechanics, Faculty of Physical Therapy, Cairo University: 7 Ahmed Ezzayyat Street, Bein Essarayat, Giza, Egypt
| |
Collapse
|
42
|
Gouveia BR, Gonçalves Jardim H, Martins MM, Gouveia ÉR, de Freitas DL, Maia JA, Rose DJ. An evaluation of a nurse-led rehabilitation programme (the ProBalance Programme) to improve balance and reduce fall risk of community-dwelling older people: A randomised controlled trial. Int J Nurs Stud 2015; 56:1-8. [PMID: 26742607 DOI: 10.1016/j.ijnurstu.2015.12.004] [Citation(s) in RCA: 15] [Impact Index Per Article: 1.5] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 10/14/2014] [Revised: 12/08/2015] [Accepted: 12/11/2015] [Indexed: 11/26/2022]
Abstract
OBJECTIVE This study aims to assess the effect of a nurse-led rehabilitation programme (the ProBalance Programme) on balance and fall risk of community-dwelling older people from Madeira Island, Portugal. DESIGN Single-blind, randomised controlled trial. SETTING University laboratory. PARTICIPANTS Community-dwelling older people, aged 65-85, with balance impairments. Participants were randomly allocated to an intervention group (IG; n=27) or a wait-list control group (CG; n=25). INTERVENTION A rehabilitation nursing programme included gait, balance, functional training, strengthening, flexibility, and 3D training. One trained rehabilitation nurse administered the group-based intervention over a period of 12 weeks (90min sessions, 2 days per week). A wait-list control group was instructed to maintain their usual activities during the same time period. OUTCOME Balance was assessed using the Fullerton Advanced Balance (FAB) scale. The time points for assessment were at zero (pre-test), 12 (post-test), and 24 weeks (follow up). RESULTS Changes in the mean (SD) FAB scale scores immediately following the 12-week intervention were 5.15 (2.81) for the IG and -1.45 (2.80) for the CG. At follow-up, the mean (SD) change scores were -1.88 (1.84) and 0.75 (2.99) for the IG and CG, respectively. The results of a mixed between-within subjects analysis of variance, controlling for physical activity levels at baseline, revealed a significant interaction between group and time (F (2, 42)=27.89, p<0.001, Partial Eta Squared=0.57) and a main effect for time (F (2, 43)=3.76, p=0.03, Partial Eta Squared=0.15), with both groups showing changes in the mean FAB scale scores across the three time periods. A significant main effect comparing the two groups (F (1, 43)=21.90, p<0.001, Partial Eta Squared=0.34) confirmed a clear positive effect of the intervention when compared to the control. CONCLUSION This study demonstrated that the rehabilitation nursing programme was effective in improving balance and reducing fall risk in a group of older people with balance impairment, immediately after the intervention. A decline in balance was observed for the IG after a period of no intervention. CLINICAL TRIAL REGISTRATION NUMBER ACTRN12612000301864.
Collapse
Affiliation(s)
- Bruna Raquel Gouveia
- Saint Joseph of Cluny Higher School of Nursing, Portugal; Institute of Biomedical Sciences Abel Salazar, University of Porto, Portugal.
| | | | | | - Élvio Rúbio Gouveia
- Department of Physical Education and Sports, University of Madeira, Portugal
| | | | | | - Debra J Rose
- Division of Kinesiology and Health Science, California State University Fullerton, USA
| |
Collapse
|
43
|
Ma CZH, Wan AHP, Wong DWC, Zheng YP, Lee WCC. A Vibrotactile and Plantar Force Measurement-Based Biofeedback System: Paving the Way towards Wearable Balance-Improving Devices. SENSORS 2015; 15:31709-22. [PMID: 26694399 PMCID: PMC4721802 DOI: 10.3390/s151229883] [Citation(s) in RCA: 24] [Impact Index Per Article: 2.4] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Download PDF] [Figures] [Subscribe] [Scholar Register] [Received: 09/29/2015] [Revised: 12/01/2015] [Accepted: 12/10/2015] [Indexed: 11/16/2022]
Abstract
Although biofeedback systems have been used to improve balance with success, they were confined to hospital training applications. Little attempt has been made to investigate the use of in-shoe plantar force measurement and wireless technology to turn hospital training biofeedback systems into wearable devices. This research developed a wearable biofeedback system which detects body sway by analyzing the plantar force and provides users with the corresponding haptic cues. The effects of this system were evaluated in thirty young and elderly subjects with simulated reduced foot sensation. Subjects performed a Romberg test under three conditions: (1) no socks, system turned-off; (2) wearing five layers of socks, system turned-off; (3) wearing five layers of socks, and system turned-on. Degree of body sway was investigated by computing the center of pressure (COP) movement measured by a floor-mounted force platform. Plantar tactile sensation was evaluated using a monofilament test. Wearing multiple socks significantly decreased the plantar tactile sensory input (p < 0.05), and increased the COP parameters (p < 0.017), indicating increased postural sway. After turning on the biofeedback system, the COP parameters decreased significantly (p < 0.017). The positive results of this study should inspire future development of wearable plantar force-based biofeedback systems for improving balance in people with sensory deficits.
Collapse
Affiliation(s)
- Christina Zong-Hao Ma
- Interdisciplinary Division of Biomedical Engineering, The Hong Kong Polytechnic University, Hong Kong, China.
- Rehabilitation Engineering Research Institute, China Rehabilitation Research Center, Beijing 100068, China.
| | - Anson Hong-Ping Wan
- Interdisciplinary Division of Biomedical Engineering, The Hong Kong Polytechnic University, Hong Kong, China.
| | - Duo Wai-Chi Wong
- Interdisciplinary Division of Biomedical Engineering, The Hong Kong Polytechnic University, Hong Kong, China.
| | - Yong-Ping Zheng
- Interdisciplinary Division of Biomedical Engineering, The Hong Kong Polytechnic University, Hong Kong, China.
| | - Winson Chiu-Chun Lee
- Interdisciplinary Division of Biomedical Engineering, The Hong Kong Polytechnic University, Hong Kong, China.
- Institute of Active Ageing, The Hong Kong Polytechnic University, Hong Kong, China.
| |
Collapse
|
44
|
Prata MG, Scheicher ME. Effects of strength and balance training on the mobility, fear of falling and grip strength of elderly female fallers. J Bodyw Mov Ther 2015; 19:646-50. [DOI: 10.1016/j.jbmt.2014.11.013] [Citation(s) in RCA: 20] [Impact Index Per Article: 2.0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 06/04/2014] [Revised: 11/13/2014] [Accepted: 11/14/2014] [Indexed: 11/30/2022]
|
45
|
Marston HR, Smith ST. Interactive Videogame Technologies to Support Independence in the Elderly: A Narrative Review. Games Health J 2015; 1:139-52. [PMID: 26193189 DOI: 10.1089/g4h.2011.0008] [Citation(s) in RCA: 68] [Impact Index Per Article: 6.8] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/12/2022] Open
Abstract
In recent years the use of videogame technology has increased within the domain of health, in particular to facilitate rehabilitation following a stroke or fall. This review presents an overview of how videogame technologies can be used to address health issues contributing to reduced independence in older adults. Four themes were identified: (1) hardware, (2) software, (3) health issues addressed using videogames, and (4) clinicians' perspectives. Several recommendations have been proposed to build upon the use and integration of videogame technology into rehabilitation and training for older adults. In particular, the use of videogames for health requires an appropriate game classification system for development of games that are appropriate for the physical, cognitive, and social requirements of older adults or those living with a disability.
Collapse
Affiliation(s)
- Hannah R Marston
- 1 Institute of Sport Gerontology, German Sport University Cologne , Cologne, Germany
| | - Stuart T Smith
- 2 Neuroscience Research , Randwick, New South Wales, Australia
| |
Collapse
|
46
|
Pietrzak E, Cotea C, Pullman S. Using commercial video games for falls prevention in older adults: the way for the future? J Geriatr Phys Ther 2015; 37:166-77. [PMID: 24406711 DOI: 10.1519/jpt.0b013e3182abe76e] [Citation(s) in RCA: 20] [Impact Index Per Article: 2.0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/08/2022]
Abstract
BACKGROUND AND PURPOSE Falls in older adults are an increasingly costly public health issue. There are many fall prevention strategies that are effective. However, with an increasing population of older people and ever-decreasing availability of health practitioners and health funding, novel modes of intervention are being developed, including those relying on computer technologies.The aim of this article was to review the literature on the use of exergaming to prevent falls in older adult persons living in the community. METHODS The Cochrane, Medline, and Embase databases were searched using prespecified search terms. To be included, studies had to investigate the effect of using commercially available consoles and video games on outcome measures such as a decrease in falls, improvements in balance control or gait parameters, decreased fear of falling, and attitude to exercise in older adult persons living in the community. All study designs with the exception of single-person case studies were included. Articles had to be published in peer-reviewed journals in the English language. RESULTS Nineteen studies fulfilled the inclusion criteria. The following outcomes were observed: (1) using computer-based virtual reality gaming for balance training in older adults was feasible; (2) the majority of studies showed a positive effect of exergaming on balance control; (3) some studies showed a positive effect on balance confidence and gait parameters; (4) the effect was seen across the age and sex spectrum of older adults, including those with and without balance impairment. CONCLUSIONS There is as yet no evidence that using virtual reality games will prevent falls, but there is an indication that their use in balance training may improve balance control, which in turn may lead to falls prevention.
Collapse
Affiliation(s)
- Eva Pietrzak
- Centre for Military and Veterans' Health, Research Coordination Unit, Mayne Medical School, The University of Queensland, Herston, Queensland, Australia
| | | | | |
Collapse
|
47
|
Robinson J, Dixon J, Macsween A, van Schaik P, Martin D. The effects of exergaming on balance, gait, technology acceptance and flow experience in people with multiple sclerosis: a randomized controlled trial. BMC Sports Sci Med Rehabil 2015; 7:8. [PMID: 25969739 PMCID: PMC4427959 DOI: 10.1186/s13102-015-0001-1] [Citation(s) in RCA: 73] [Impact Index Per Article: 7.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 10/21/2014] [Accepted: 03/26/2015] [Indexed: 11/20/2022]
Abstract
Background Exergaming is a promising new alternative to traditional modes of therapeutic exercise which may be preferable and more effective for people with Multiple Sclerosis (MS). Impaired balance is reported as one of the most disabling aspects of MS. The purposes of this study were to examine the effects of exergaming on: (1) postural sway, (2) gait, (3) technology acceptance and (4) flow experience in people with MS. Secondary outcomes were disability: 12‐item Multiple Sclerosis Walking Scale (MSWS-12) and the World Health Organization Disability Assessment Schedule 2.0 (WHODAS 2.0) questionnaire. Methods Fifty-six adults (mean age = 52 years, SD = 5.8; 38 women) with a clinical diagnosis of MS and able to walk 100 meters with or without use of a walking aid were included in this study and randomized into 3 groups. Group 1 received balance training using the Nintendo Wii Fit™ (exergaming) and Group 2 undertook traditional balance training (non-exergaming). Group 3 acted as a control group, receiving no intervention. Exergaming and traditional balance training groups received four weeks of twice weekly balance-orientated exercise. Postural sway was measured using a Kistler™ force platform. Spatiotemporal parameters of gait were measured using a GAITRite™ computerised walkway. Technology acceptance and flow experience were measured using the Unified Theory of Acceptance and Use of Technology and the Flow State Scale questionnaires, respectively. Results There were significant improvements in bipedal postural sway in both intervention groups when compared to the control group; and no effects of either intervention on gait. There were no significant differences between the interventions in technology acceptance but on several dimensions of flow experience the Wii Fit™ was superior to traditional balance training. Both interventions showed improvements in disability compared to control. Conclusions In terms of the physical effects of exergaming, the Wii Fit™ is comparable to traditional balance training. These findings would support the use of the Wii Fit™ as an effective means of balance and gait training for people with MS, which is both accepted and intrinsically motivating to MS users. Trial registration Controlled Trials ISRCTN13924231.
Collapse
Affiliation(s)
- Jonathan Robinson
- Health and Social Care Institute, Teesside University, Middlesbrough, TS1 3BA UK
| | - John Dixon
- Health and Social Care Institute, Teesside University, Middlesbrough, TS1 3BA UK
| | - Alasdair Macsween
- Health and Social Care Institute, Teesside University, Middlesbrough, TS1 3BA UK
| | - Paul van Schaik
- School of Social Sciences, Business & Law, Teesside University, Middlesbrough, TS1 3BA UK
| | - Denis Martin
- Health and Social Care Institute, Teesside University, Middlesbrough, TS1 3BA UK
| |
Collapse
|
48
|
Roopchand-Martin S, McLean R, Gordon C, Nelson G. Balance Training with Wii Fit Plus for Community-Dwelling Persons 60 Years and Older. Games Health J 2015; 4:247-52. [PMID: 26182070 DOI: 10.1089/g4h.2014.0070] [Citation(s) in RCA: 10] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/13/2022] Open
Abstract
OBJECTIVE This study sought to determine the effect of 6 weeks of training, using activities from the Nintendo(®) (Kyoto, Japan) "Wii™ Fit Plus" disc, on balance in community-dwelling Jamaicans 60 years and older. MATERIALS AND METHODS A single group pretest/posttest design was used. Thirty-three subjects enrolled and 28 completed the study. Participants completed 30-minute training sessions on the Nintendo "Wii Fit" twice per week for 6 weeks. Activities used included "Obstacle Course," "Penguin Slide," "Soccer Heading," "River Bubble," "Snow Board," "Tilt Table," "Skate Board," and "Yoga Single Tree Pose." Balance was assessed with the Berg Balance Scale, the Multi Directional Reach Test, the Star Excursion Balance Test and the Modified Clinical Test for Sensory Integration in Balance. RESULTS There was significant improvement in the mean Berg Balance Scale score (P=0.004), Star Excursion Balance Test score (SEBT) (P<0.001 both legs), and Multi Directional Reach Test score (P=0.002). There was no significant change on the Modified Clinical Test for Sensory Integration in Balance. CONCLUSIONS Balance games on the Nintendo "Wii Fit Plus" disc can be used as a tool for balance training in community-dwelling persons 60 years of age and older.
Collapse
Affiliation(s)
| | - Roshé McLean
- Section of Physical Therapy The University of the West Indies , Kingston, Jamaica , West Indies
| | - Carron Gordon
- Section of Physical Therapy The University of the West Indies , Kingston, Jamaica , West Indies
| | - Gail Nelson
- Section of Physical Therapy The University of the West Indies , Kingston, Jamaica , West Indies
| |
Collapse
|
49
|
Siriphorn A, Chamonchant D. Wii balance board exercise improves balance and lower limb muscle strength of overweight young adults. J Phys Ther Sci 2015; 27:41-6. [PMID: 25642034 PMCID: PMC4305593 DOI: 10.1589/jpts.27.41] [Citation(s) in RCA: 15] [Impact Index Per Article: 1.5] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Journal Information] [Subscribe] [Scholar Register] [Received: 05/20/2014] [Accepted: 07/04/2014] [Indexed: 11/26/2022] Open
Abstract
[Purpose] The potential health benefits of the Nintendo Wii balance board exercise have
been widely investigated. However, no study has been conducted to examine the benefits of
Wii exercise for overweight young adults. The aim of this study was to investigate the
effect of exercise performed on a Nintendo Wii balance board on the balance and lower limb
muscle strength in overweight young adults. [Subjects and Methods] Within-subject repeated
measures analysis was used. Sixteen young adults (aged 21.87±1.13 years, body mass index
24.15 ± 0.50 kg/m2) were recruited. All subjects performed an exercise program
on a Wii balance board for 8 weeks (30 min/session, twice a week for 8 weeks). A NeuroCom
Balance Master and a hand-held dynamometer were used to measure balance performance and
lower limb muscle strength. [Results] According to the comparison of pre- and
post-intervention measurements, the Wii balance board exercise program significantly
improved the limit of stability parameters. There was also a significant increase in
strength of four lower-limb muscle groups: the hip flexor, knee flexor, ankle dorsiflexor
and ankle plantarflexor. [Conclusion] These findings suggest that a Wii balance board
exercise program can be used to improve the balance and lower limb muscle strength of
overweight young adults.
Collapse
Affiliation(s)
- Akkradate Siriphorn
- Department of Physical Therapy, Faculty of Allied Health Sciences, Chulalongkorn University, Thailand
| | - Dannaovarat Chamonchant
- Department of Physical Therapy, Faculty of Allied Health Sciences, Chulalongkorn University, Thailand
| |
Collapse
|
50
|
Lange B, Flynn S, Proffitt R, Chang CY, “Skip” Rizzo A. Development of an Interactive Game-Based Rehabilitation Tool for Dynamic Balance Training. Top Stroke Rehabil 2015; 17:345-52. [DOI: 10.1310/tsr1705-345] [Citation(s) in RCA: 145] [Impact Index Per Article: 14.5] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/11/2022]
|