The Effects of Nintendo Wii Fit on Postural Balance Control Training in the Geriatric Population: A Review (original) (raw)
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Use of the Wii Fit system for the treatment of balance problems in the elderly: A feasibility study
2009 Virtual Rehabilitation International Conference, 2009
This paper is a report of the feasibility and outcome of using a low-cost, commercially available gaming system -Wii Fit -for balance training after stroke. The patient was an 86 year-old woman five weeks after stroke, who was unable to walk without close supervision, even with a walker, due to poor balance and a tendency to fall. In addition to standard physical therapy, the patient participated in four training sessions with the Wii Fit system; each training session included four different games. The outcome measures were Berg Balance Scale (BBS), the Functional Reach and Lateral Reach tests, Timed Up & Go test (TUG), computerized posturography, and the Short Feedback Questionnaire (SFQ). The tests were done before the intervention and on the last day of training. The SFQ was done during the third training session. The patient greatly enjoyed the training sessions and felt that she was receiving very 'up-to-date' treatment. She did not experience any discomfort such as nausea or dizziness while using the system. Following combined Wii and standard treatment, the patient demonstrated improved antero-posterior symmetry of stance, and there was a 10 second improvement in her TUG score. When released from hospital, she was able to walk with a walker with minimal supervision. This initial pilot study indicates that the Wii Fit gaming system has the potential to be used in clinical settings in order to improve balance. A full clinical trial is necessary in order to examine this premise.
2017
Impaired postural stability increases the risk of falls. Therefore, the aim of this study was to analyse the lasting effects of a training intervention using a Nintendo Wii system on impaired postural stability in an elderly population. Thirty-two elderly subjects (24 females and 4 males) from two independent living communities were divided into Wii Fit (n = 15, 9 therapy sessions using Wii Fit balance board) and control (n = 13) groups. All participants performed three different stances on force plates, which are considered the gold standard for measuring balance performance. Each stance was measured three times in the following sequence: a natural bipedal stance with eyes open, a bipedal stance with a narrow base, and a natural bipedal stance with eyes closed. One-way analysis of variance (ANOVA) and LSD Fisher's post hoc tests were used with the level of significance set at 5%. Effect size was determined using ŋ². The results showed a significant difference in the centre of p...
International Journal of Scientific Research in Science, Engineering and Technology, 2022
Background: With advancing age, the postural control mechanism becomes less efficient due to ageing. Reduced peripheral sensation, muscle weakness, and increased reaction time are significant contributing factors to postural instability in the elderly. Thus age can affect both static and dynamic balance in elderly which will eventually have impact on fear of fall and risk of fall. Virtual Reality Training (VRT) focuses on exercise intensity and feedback that provides the patient with safe and effective training and rehabilitation. The aim of this study is to evaluate the effects of kinect based virtual reality training on Static balance, Dynamic balance and Risk of Fall. Methodology: Ethical clearance was obtained by the Ramaiah Medical College and Hospitals. Based on the inclusion criteria, patients were screened using Time up and go test (TUG) as a screening tool for balance, 31 participants were recruited. Pre and post assessment of static and dynamic balance was done by Four Stage Balance Test (FSBT) and TUG. Explanation and instruction were given to patient about the game controls and exergames with a demo. Results and Conclusion: 30 min of Exergame training for 8 sessions for two week were administered. Paired t-test was used to test for significant change. Pre-post comparison of TUG and FSBT scores showed that there is significant change. (p= <0.001 and <0.001 respectively which is statistically significant).VRT can be an effective means of training basic motor skills to improve the balance, and use of VR in the area of motor learning can be of great benefit in improving balance.
Jurnal Sains …, 2010
Pengenalan perawakan terkawal yang menilai peranan latihan sukan interaktif realiti maya adalah terhad. Kajian awalan ini mengukur efikasi latihan golf interactive virtual reality terhadap keupayaan keseimbangan di kalangan komuniti warga tua yang boleh bergerak. Lapan orang warga tua perempuan (52.5 ± 1.5 tahun) melakukan Multi-Directional Test (MDRT), Step Up Test (SUT), Double Leg Static Balance di dalam keadaan mata buka dan tutup serta perubahan pusat tekanan sway diukur menggunakan force plate. Pemilihan subjek dilakukan secara rawak kepada kumpulan kawalan (conventional mat exercise) dan eksperimentasi (interactive virtual reality golf). Seorang subjek keluar dari kumpulan eksperimentasi dan 3 orang dari kumpulan kawalan. Tiada perbezaan yang signifikan pada pengukuran data awalan keseimbangan di antara kumpulan. Kumpulan yang menjalani golf interaktif realiti maya tidak menunjukkan peningkatan keseimbangan yang signifikan berbanding kumpulan kawalan. Peningkatan pada pusat tekanan selepas golf interaktif realiti maya memberi petunjuk kepada peningkatan kawalan postur. Kajian lanjutan dengan populasi yang lebih besar perlu dijalankan dengan menggunakan off-the shelf interactive virtual reality golf untuk melatih keseimbangan. Teknologi nobel ini boleh menambahkan program rehabilitasi untuk mempercepatkan penyembuhan dan kekerapan senaman terutamanya dalam kondisi kronik anggota bawah.
2013
Seniors are a growing percentage of the population in the U.S. estimated to reach 19% of the overall population by the year 2030. More than one third of seniors experience a fall each year. This is often due to decreased balance. This combination of decreased balance and increased falls lead to social, financial, and functional challenges for seniors and their caregivers. A significant body of research has been dedicated to finding an intervention that will ameliorate the problem. To date there have been interventions identified but these are often unavailable, cost prohibitive, or difficult to access. The purpose of this research study was to assess the effect of a low-cost balance training system (Wii Fit) on the functional balance and balance confidence of seniors. Four participants trained on the Wii Fit system 3x/week for 30 minutes per session until improvement was noted for three consecutive assessments. Functional balance was assessed weekly using the Berg Balance Scale (BBS) and Timed Up and Go (TUAG) iv test. Additionally, the Activities-specific Balance Confidence (ABC) scale was given prior to and following the study to assess participants' perceived balance confidence. Qualitative data on the Wii Fit's motivational qualities were collected post-intervention from the participants via interview. The study design was a single subject, multiplebaseline design. Each participant demonstrated improved functional balance as assessed by BBS and TUAG. Further, positive trends were noted on the ABC scale. Qualitative data gathered in a semistructured interview also demonstrated generally positive feelings regarding ease of use and motivational qualities of the Wii Fit, although some participants viewed the system as difficult to operate. The results of this study indicate that the Wii Fit gaming system may be an effective in-home, inexpensive tool that can be used by seniors to improve functional balance and balance confidence. Ease of use and motivational qualities, however, were noted to be somewhat controversial.
A Wii Bit of Fun: A Novel Platform to Deliver Effective Balance Training to Older Adults
Games for health journal, 2015
Falls and fall-related injuries are symptomatic of an aging population. This study aimed to design, develop, and deliver a novel method of balance training, using an interactive game-based system to promote engagement, with the inclusion of older adults at both high and low risk of experiencing a fall. Eighty-two older adults (65 years of age and older) were recruited from sheltered accommodation and local activity groups. Forty volunteers were randomly selected and received 5 weeks of balance game training (5 males, 35 females; mean, 77.18 ± 6.59 years), whereas the remaining control participants recorded levels of physical activity (20 males, 22 females; mean, 76.62 ± 7.28 years). The effect of balance game training was measured on levels of functional balance and balance confidence in individuals with and without quantifiable balance impairments. Balance game training had a significant effect on levels of functional balance and balance confidence (P < 0.05). This was further d...
Active video gaming to improve balance in the elderly
Studies in health technology and informatics, 2011
The combination of active video gaming and exercise (exergaming) is suggested to improve elderly people's balance, thereby decreasing fall risk. Exergaming has been shown to increase motivation during exercise therapy, due to the enjoyable and challenging nature, which could support long-term adherence for exercising balance. However, scarce evidence is available of the direct effects of exergaming on postural control. Therefore, the aim of the study was to assess the effect of a six-week videogame-based exercise program aimed at improving balance in elderly people. Task performance and postural control were examined using an interrupted time series design. Results of multilevel analyses showed that performance on the dot task improved within the first two weeks of training. Postural control improved during the intervention. After the intervention period task performance and balance were better than before the intervention. Results of this study show that healthy elderly can ben...