2014
DOI: 10.1177/1054773814562880
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Physical and Psychosocial Effects of Wii Fit Exergames Use in Assisted Living Residents

Abstract: The purpose of this study was to investigate the physical and psychosocial effects of the Wii Fit exergames incorporating self-efficacy theory on assisted living residents. The study was a quasi-experimental pre/post-test design. Thirty-two participants were recruited from two assisted living facilities. Sixteen participants received the Wii Fit exergames incorporating self-efficacy theory twice a week for 4 weeks. The other participants received a health education program. Physical function, fear of falling, … Show more

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Cited by 60 publications
(50 citation statements)
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“…Consequently, consistent with the findings from Chao et al 22 and Rosenberg et al, 24 the findings confirmed the antidepressant effect of exergames on the aging population, by using a sample of community-dwelling older adults in Singapore. In addition, the significant positive effects of exergames on positive emotions and self-efficacy were also supported in the study.…”
Section: Discussionsupporting
confidence: 89%
See 1 more Smart Citation
“…Consequently, consistent with the findings from Chao et al 22 and Rosenberg et al, 24 the findings confirmed the antidepressant effect of exergames on the aging population, by using a sample of community-dwelling older adults in Singapore. In addition, the significant positive effects of exergames on positive emotions and self-efficacy were also supported in the study.…”
Section: Discussionsupporting
confidence: 89%
“…21 Recent studies have applied exergames into the healthcare domain and investigated their antidepressant effect among older adults. 22,23 Nevertheless, since the majority of these studies have focused on major depression, few efforts were made on subthreshold depression. To our knowledge, a pilot study from Rosenberg et al 24 was the only exception that supported the short-term efficacy of exergames on subthreshold depression among older adults.…”
Section: Exergames and Subthreshold Depressionmentioning
confidence: 99%
“…Therefore, this article reports the analysis of interview findings of 15 participants who participated in our pilot study. Findings from the quantitative outcome measures of the same study were reported elsewhere (Chao, Scherer, Montogomery, Wu, & Lucke, 2014b).…”
Section: Study Design and Samplementioning
confidence: 71%
“…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%