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181“…Relative to sedentary video games (e.g., Playstation 2®), playing physically active video games (e.g., Nintendo Wii Sports Boxing®) significantly increases caloric expenditure in children. …”
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182por Chu, Charlene H, Biss, Renée K, Cooper, Lara, Quan, Amanda My Linh, Matulis, Henrique“…However, previously used systems such as the Nintendo Wii are no longer commercially available, and the physical design of other exergames is not suitable for OAs (ie, fall risks, accessibility issues, and games geared toward a younger population) with diverse physical and cognitive impairments. …”
Publicado 2021
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183por Freitas, Ana, Pacifico, Ana, Costa, Catarina, Almeida, Margarida, Pereira, Ângela Maria“…The EG was submitted to 6 weeks of a virtual environment exercise program performed on a Nintendo Wii, and to a set of recreational activities. …”
Publicado 2021
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184“…Numerous types of physical activity have been proposed to improve balance and strength in older adults with varying degrees of success. Nintendo's Wii Fit video exergame uses body movement as a game controller and provides real-time feedback for games designed to enhance balance and muscle strength. …”
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185Active Video Games for Rehabilitation in Respiratory Conditions: Systematic Review and Meta-Analysis“…Interventions predominantly used games released for the Nintendo Wii (8 studies) and Microsoft Xbox Kinect (3 studies). …”
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186por Guo, Christine C, Chiesa, Patrizia Andrea, de Moor, Carl, Fazeli, Mir Sohail, Schofield, Thomas, Hofer, Kimberly, Belachew, Shibeshih, Scotland, Alf“…A total of 42 motion-detecting devices were identified, and the majority (n=27, 64%) were created for the purpose of health care–related data collection, although approximately 25% were personal electronic devices (eg, smartphones and watches) and 11% were entertainment consoles (eg, Microsoft Kinect or Xbox and Nintendo Wii). The primary motion outcomes were related to gait (n=30), gross motor movements (n=25), and fine motor movements (n=23). …”
Publicado 2022
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187por Hu, Yanjie, Yuan, Xingzhu, Ye, Peiling, Chang, Chengting, Hu, Yue Han, Zhang, Weihua, Li, Ka“…The most common VR platforms were Pico VR glasses, head-mounted displays, the Nintendo Wii, and the Xbox Kinect. VR intervention duration ranged from 2 weeks to 12 months (typically ≥4 wk). …”
Publicado 2023
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188por Malone, Laurie A, Thirumalai, Mohanraj, Padalabalanarayanan, Sangeetha, Neal, Whitney N, Bowman, Sean, Mehta, Tapan“…OBJECTIVE: This study aimed to examine energy expenditure and enjoyment in adults with mobility impairment during AVG play using off-the-shelf (OTS) and adapted versions of the Wii Fit balance board (Nintendo). METHODS: During visit 1, participants completed a functional assessment and the familiarization period. …”
Publicado 2019
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189por Bang-Kittilsen, Gry, Egeland, Jens, Langerud Holmen, Tom, Andersen, Eivind, Ulleberg, Pål, Torgersen, Therese Bigseth, Mordal, Jon, Engh, John“…A comparison group performed active video-gaming (AVG) using Nintendo WII sport. We hypothesized some effect in both groups, but anticipated that the effect of HIIT would reach beyond AVG. …”
Publicado 2020
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