2011
DOI: 10.3109/02703181.2011.569053
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The Effects of the Nintendo Wii Fit on Community-Dwelling Older Adults with Perceived Balance Deficits: A Pilot Study

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Cited by 63 publications
(51 citation statements)
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References 19 publications
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“…13,48 We propose a series of recommendations to further enhance the work in this area and in regard to the recruitment and reporting of participants q85 years of age: Integrating and executing a mixed-methods approach to data collection may be advantageous to gain an in-depth understanding of the role technology can play within the lives of oldest old from multiple perspectives. Using videorecording to analyze observations, interviews, focus groups, and specific game data may produce greater knowledge.…”
Section: Discussionmentioning
confidence: 99%
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“…13,48 We propose a series of recommendations to further enhance the work in this area and in regard to the recruitment and reporting of participants q85 years of age: Integrating and executing a mixed-methods approach to data collection may be advantageous to gain an in-depth understanding of the role technology can play within the lives of oldest old from multiple perspectives. Using videorecording to analyze observations, interviews, focus groups, and specific game data may produce greater knowledge.…”
Section: Discussionmentioning
confidence: 99%
“…The remaining 37 articles all reported high percentages of female participants, thus being the majority of the gender split. The study setting/context varied widely across the 46 articles and was composed of retirement/independent communities 11,12,14,21,24,26,29,32,39,40,42,44,47,48,53 (n = 15), communitydwelling 13,16,19,45,46,49 (n = 6), community center 20,31,38,51,52 (n = 5), hospital/assisted living/residential/nursing home/longterm care/institutionalized 10,[15][16][17][18]25,27,28,30,33,35,37,41,43,50,54 (n = 16), not specified 23 (n = 1), or other 34,36,55 (n = 3). The majority of the studies were primarily conducted across two different living environments (hospital/assisted living/residential/nursing home/long-term care/institutionalized) or reti...…”
Section: Discussionmentioning
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%
“…Videogames have already been proven to improve cognitive abilities, displaying a feasible alternative to more traditional aerobic exercise for middle-aged and older adults, and can be used to train stepping ability in older adults to reduce the risk of falls [6]. The use of Wii Sports and Wii Fit has been reported in an increasing number of studies involving people with motor deficits resulting from other causes such as balance and mobility in people with some diseases [7,8].…”
Section: Introductionmentioning
confidence: 99%