2012
DOI: 10.1016/j.gaitpost.2012.04.005
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Assessment of the postural control strategies used to play two Wii Fit™ videogames

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Cited by 35 publications
(26 citation statements)
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“…In the Wii Fit literature search, we found 2 articles 25,31 that supported the use of the Wii Fit for static balance activities and a single article 26 that did not support the use of the Wii Fit in dynamic balance tasks ( Table 2). No currently published research studies have examined the validity of the Wii Fit.…”
Section: Resultsmentioning
confidence: 99%
See 1 more Smart Citation
“…In the Wii Fit literature search, we found 2 articles 25,31 that supported the use of the Wii Fit for static balance activities and a single article 26 that did not support the use of the Wii Fit in dynamic balance tasks ( Table 2). No currently published research studies have examined the validity of the Wii Fit.…”
Section: Resultsmentioning
confidence: 99%
“…The range of Wii Fit games challenges a variety of motor-control strategies to accomplish the predetermined goals of the game. 26 Therefore, it is essential for researchers to identify which type of Wii Fit game appropriately assesses balance. In communitydwelling older adults, dual-task walking and dual-task timed up-and-go maneuvers have been significantly correlated with the basic Wii Fit step test.…”
Section: Wii Fitmentioning
confidence: 99%
“…As participants walk across the mat, their footfall pressure activates sensor pads ("GAITRite Electronic Walkway Technical Reference," 2006). The GAITRite system has strong validity and test-retest reliability for objective assessment of gait (Michalski et al, 2012). We measured gait velocity, cadence, stride length, duration of double support, swing time, and the CV in stride length and in swing time, all of which have been found to be significant predictors of fall risk (Callisaya et al, 2010(Callisaya et al, , 2011Hausdorff et al, 2001).…”
Section: Instrumentationmentioning
confidence: 99%
“…, 14 The motivation and the ability to customize the therapy provided by the contact with the virtual environment15 , 16 make VR an important rehabilitation tool, which offers sensorimotor experiences that are otherwise unfeasible in common therapies. …”
Section: Introductionmentioning
confidence: 99%
“…, 14 A motivação e possibilidade de personalização da terapia proporcionada pelo contato com o ambiente virtual15 , 16 tornam-na uma importante ferramenta de reabilitação, que oferece experiências sensoriomotoras inviáveis em terapias comuns.…”
Section: Introductionunclassified