2013
DOI: 10.2147/cia.s46164
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Feasibility of Wii Fit training to improve clinical measures of balance in older adults

Abstract: Background and purposeNumerous interventions have been proposed to improve balance in older adults with varying degrees of success. A novel approach may be to use an off-the-shelf video game system utilizing real-time force feedback to train older adults. The purpose of this study is to investigate the feasibility of using Nintendo’s Wii Fit for training to improve clinical measures of balance in older adults and to retain the improvements after a period of time.MethodsTwelve healthy older adults (aged >70 yea… Show more

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Cited by 134 publications
(180 citation statements)
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“…The primary aim of the reviewed studies was to evaluate the potential effect of gaming/VR exercise on balance, either alone (9,12,(32)(33)(34)(35)(36)(37)(38)(39)(40)(41)(42)(43)(44)(45)(46), in combination with other physical abilities such as strength or mobility (11,13,(47)(48)(49)(50)(51), or in combination with falls or fear of falling, cognition, quality of life, or user experience (52)(53)(54)(55)(56)(57)(58)(59)(60)(61)(62). Seven studies investigated the effect of gaming/VR exercise on gait parameters (63)(64)(65)(66)(67)(68)(69), and six studies examined the effectiveness with regard to different physical functions and associated fall risk (10,(70)(71)(72)…”
Section: Study Characteristicsmentioning
confidence: 99%
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“…The primary aim of the reviewed studies was to evaluate the potential effect of gaming/VR exercise on balance, either alone (9,12,(32)(33)(34)(35)(36)(37)(38)(39)(40)(41)(42)(43)(44)(45)(46), in combination with other physical abilities such as strength or mobility (11,13,(47)(48)(49)(50)(51), or in combination with falls or fear of falling, cognition, quality of life, or user experience (52)(53)(54)(55)(56)(57)(58)(59)(60)(61)(62). Seven studies investigated the effect of gaming/VR exercise on gait parameters (63)(64)(65)(66)(67)(68)(69), and six studies examined the effectiveness with regard to different physical functions and associated fall risk (10,(70)(71)(72)…”
Section: Study Characteristicsmentioning
confidence: 99%
“…For the 35 studies using Nintendo Wii, two studies used only the Wii Sports bowling game (34,55), while the remaining 33 studies used two or more games during the intervention. Furthermore, 11 of the Nintendo Wii studies used games that targeted balance only (11, 35, 37, 42-44, 47, 57, 58, 73, 82), while 16 used a combination of games that targeted different physical functions in addition to balance, such as strength, endurance, and mobility (10,13,32,40,45,49,52,56,60,69,70,74,77,80,81,86). For those studies that did not utilize Nintendo Wii, only three studies (51,79,84) aimed to have an effect on more than one physical function.…”
Section: Participant Characteristicsmentioning
confidence: 99%
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“…The objective evaluation of the dynamic balance was taken into account in seven studies, in which the evaluation instrument was the Berg Balance Scale (BBS) 14 21 .…”
Section: Dynamic Balancementioning
confidence: 99%