scholarly journals Potential Benefits of Nintendo Wii Fit Among People with Multiple Sclerosis

2011 ◽  
Vol 13 (1) ◽  
pp. 21-30 ◽  
Author(s):  
Matthew Plow ◽  
Marcia Finlayson

We examined the potential of Nintendo Wii Fit (Nintendo Co, Ltd, Kyoto, Japan) to increase physical activity (PA) behavior and health among people with multiple sclerosis (MS). The study consisted of a repeated-measures design with a baseline control period and involved 30 people with MS who had the ability to walk 25 feet with or without a cane (26 individuals were included in the analyses). Nintendo Wii was set up in the homes of participants, who were prescribed a Wii Fit exercise program lasting 14 weeks, 3 days a week. The Physical Activity and Disability Survey, Modified Fatigue Impact Scale, and 36-item Short Form Health Status Survey were administered three times before participants gained access to Wii Fit (control period, at 2-week intervals), and three times after they received Wii Fit (posttest 1: immediately after; posttest 2: 7 weeks after; posttest 3: 14 weeks after). Mobility, balance, strength, and weight were assessed at the first pretest, immediately prior to obtaining access to Wii Fit, and 7 weeks after obtaining access to Wii Fit. Results from the questionnaires indicated that PA significantly improved at week 7, but at week 14, PA levels declined relative to week 7 and the difference was no longer significant compared with the control period. Physical assessments indicated that balance and strength significantly improved at week 7. One adverse event was reported (repetitive knee injury). Physical assessments indicated that people with MS may be able to improve their fitness levels by using Wii Fit. Future studies should incorporate behavior change strategies to promote long-term use of Wii Fit, and explore whether individuals with more severe symptoms of MS can safely use Wii Fit.

2012 ◽  
Vol 9 (2) ◽  
pp. 311-318 ◽  
Author(s):  
Alex C. Garn ◽  
Birgitta L. Baker ◽  
Emily K. Beasley ◽  
Melinda A. Solmon

Background:Traditional videogames contribute to sedentary behaviors; in contrast, exergaming is a relatively new concept that uses videogames to promote exercise during game play. Nintendo Wii Fit is a commercially popular exergaming platform geared toward improving fitness, however, limited empirical evidence related to the physical and mental benefits of the Wii Fit platform currently exist. Therefore, the purpose of this study was to investigate possible physical and motivational benefits of Nintendo Wii Fit.Methods:A repeated measures design was used with 30 college-aged students to explore physical activity, enjoyment, and future intentions of physical activity associated with Wii Fit exergames.Results:Data supported the efficacy of Wii Fit Basic Run to consistently produce moderate to vigorous physical activity across participants. Future intentions were higher for exergaming compared with generic exercise and obese individuals enjoyed exergaming more than generic physical activity.Conclusions:The Basic Run Wii Fit game provided opportunities for accumulating moderate to vigorous physical activity that provided motivational benefits to these participants, especially those classified as obese. Future research should examine the ability of Wii Fit exergames to produce physical activity and motivation over time.


2015 ◽  
Vol 23 (1) ◽  
pp. 153-158 ◽  
Author(s):  
Vaughan Patrick Nicholson ◽  
Mark McKean ◽  
John Lowe ◽  
Christine Fawcett ◽  
Brendan Burkett

Objective:To determine the effectiveness of unsupervised Nintendo Wii Fit balance training in older adults.Methods:Forty-one older adults were recruited from local retirement villages and educational settings to participate in a six-week two-group repeated measures study. The Wii group (n = 19, 75 ± 6 years) undertook 30 min of unsupervised Wii balance gaming three times per week in their retirement village while the comparison group (n = 22, 74 ± 5 years) continued with their usual exercise program. Participants’ balance abilities were assessed pre- and postintervention.Results:The Wii Fit group demonstrated significant improvements (P < .05) in timed up-and-go, left single-leg balance, lateral reach (left and right), and gait speed compared with the comparison group. Reported levels of enjoyment following game play increased during the study.Conclusion:Six weeks of unsupervised Wii balance training is an effective modality for improving balance in independent older adults.


2007 ◽  
Vol 9 (3) ◽  
pp. 111-117 ◽  
Author(s):  
Kurt Jackson ◽  
Janet A. Mulcare ◽  
Betsy Donahoe-Fillmore ◽  
H. Ira Fritz ◽  
Mary M. Rodgers

This study investigated the effects of a home balance training intervention on people with multiple sclerosis (MS). This quasi-experimental repeated-measures study involved 14 ambulatory community-dwelling individuals with MS. Subjects were assessed on three separate occasions: before and after a 6-week control period and after a 6-week home exercise program. After the intervention, subjects demonstrated significant improvement in measures of balance, including the Berg Balance Scale and specific components of the Sensory Organization and Limits of Stability Tests. In conclusion, a multidimensional home exercise program can improve certain measures of balance in individuals with MS who have mild to moderate disability. Whether these improvements lead to improved quality of life or a reduction in fall risk is yet to be determined.


2016 ◽  
Vol 58 (10) ◽  
pp. 1042-1050 ◽  
Author(s):  
Devrim Tarakci ◽  
Burcu Ersoz Huseyinsinoglu ◽  
Ela Tarakci ◽  
Arzu Razak Ozdincler

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