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121por Zeigelboim, Bianca Simone, José, Maria Renata, dos Santos, Geslaine Janaina Bueno, Severiano, Maria Izabel Rodrigues, Teive, Hélio Afonso Ghizoni, Stechman-Neto, José, Santos, Rosane Sampaio, de Araújo, Cristiano Miranda, Cavalcante-Leão, Bianca Lopes“…CONCLUSION: The study will determine whether a vestibular rehabilitation program with the Nintendo Wii(®) involving virtual reality can reduce the progressive effect of hereditary spastic paraplegia and serve as an alternative treatment option that is accessible and inexpensive. …”
Publicado 2021
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122por Sawa, Ryuichi, Saitoh, Masakazu, Morisawa, Tomoyuki, Takahashi, Tetsuya, Morimoto, Yuh, Kagiyama, Nobuyuki, Kasai, Takatoshi, Dinesen, Birthe, Daida, Hiroyuki“…The AVG consoles used were Xbox Kinect and Nintendo Wii, and sports-related programs were adopted for the intervention. …”
Publicado 2022
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123por Benitez-Lugo, Maria-Luisa, Suárez-Serrano, Carmen, Galvao-Carmona, Alejandro, Vazquez-Marrufo, Manuel, Chamorro-Moriana, Gema“…The intervention applied to the experimental group consisted of a supervised protocol using the Nintendo(®) Wii video game console and the Wii-Fit© video game during 16 sessions, 2 times a week with a duration of 30 min per session. …”
Publicado 2022
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124“…The aims of the study were to assess the influence of the exergame platform Nintendo Wii on exercise capacity and daily physical activity in heart failure patients, to study factors related to exercise capacity and daily physical activity, and to assess patients’ adherence to exergaming. …”
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125por Bower, Kelly J., Louie, Julie, Landesrocha, Yoseph, Seedy, Paul, Gorelik, Alexandra, Bernhardt, Julie“…BACKGROUND: Active gaming technologies, including the Nintendo Wii and Xbox Kinect, have become increasingly popular for use in stroke rehabilitation. …”
Publicado 2015
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126por Wee, Corinne E., Ames, Tyler D., Le, Khoi M., Wang, Tiffany, Phieffer, Laura S., Quatman, Carmen E.“…In addition, the correlation between FES-I and average anterior-posterior sway was found to be significant (R=0.416, p=0.012). The Nintendo Wii and iPod Level Belt are relatively inexpensive, portable tools that can assess patients for subtle deficits during dynamic functional tasks. …”
Publicado 2016
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127por Rochefort, Coralie, Walters-Stewart, Coren, Aglipay, Mary, Barrowman, Nick, Zemek, Roger, Sveistrup, Heidi“…METHODS: Thirty-three adolescents 1 month postconcussion and 33 control participants completed the BESS followed by two, 2-minute trials standing on a Nintendo Wii Balance Board (WBB), during which the COP under their feet was recorded using 2 testing protocols: (1) double-leg stance, eyes open (EO) and (2) double-leg stance, eyes closed (EC). …”
Publicado 2017
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128por Blomkvist, Andreas W., Eika, Fredrik, de Bruin, Eling D., Andersen, Stig, Jorgensen, Martin“…Ten young and thirty older adults were recruited and handgrip steadiness was tested at 5%, 10% and 25% of maximum voluntary contraction (MVC) using Nintendo Wii Balance Board (WBB). Coefficients of variation were calculated from the mean force produced (CVM) and the target force (CVT). …”
Publicado 2018
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129por Leach, Julia M., Mancini, Martina, Kaye, Jeffrey A., Hayes, Tamara L., Horak, Fay B.“…Materials and Methods: A Nintendo Wii balance board (WBB) was used to quantify postural sway in the home twice daily for 30 days in 20 non-demented, community-dwelling older adults: once under a single-task condition and once under a dual-task condition (using a daily word search task administered via a Nook tablet). …”
Publicado 2018
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130por Tough, Daniel, Robinson, Jonathan, Gowling, Steven, Raby, Peter, Dixon, John, Harrison, Samantha L.“…Two interventions were delivered by a physiotherapist, two by an occupational therapist, and one by a nurse, research staff and an exercise physiologist. The Nintendo Wii was used in four of seven studies, whilst the remaining three used the IREX system, BrightArm Duo Rehabilitation System or a custom made exergame. …”
Publicado 2018
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131por Mentiplay, Benjamin F., FitzGerald, Tara L., Clark, Ross A., Bower, Kelly J., Denehy, Linda, Spittle, Alicia J.“…No studies used virtual reality equipment, with all interventions using video games (Nintendo Wii in 12/15 articles). Mixed effects of video game intervention on outcome were found, with conflicting evidence across studies. …”
Publicado 2019
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132por Montero-Alía, Pilar, Miralles-Basseda, Ramón, López-Jiménez, Tomás, Muñoz-Ortiz, Laura, Jiménez-González, Mercè, Prat-Rovira, Josep, Albarrán-Sánchez, José Luís, Manresa-Domínguez, Josep Maria, Andreu-Concha, Celia Maria, Rodríguez-Pérez, M Carmen, Martí-Cervantes, Juan José, Sañudo-Blanco, Lidia, Sánchez-Pérez, Carlos Andrés, Dolader-Olivé, Sònia, Torán-Monserrat, Pere“…Balance training was conducted using the Nintendo WiiFit(TM) twice a week for 3 months. Balance was assessed using the Tinetti balance test (primary outcome), the unipedal stance and the Wii balance tests at baseline, 3 months and 1 year. …”
Publicado 2019
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133“…Instead of MILD, in one night the participants read a book (fiction, unrelated to dreams), while in the other night they played a Nintendo Wii video game. In the first three conditions, six (54%), eight (53%), and five participants (36%) reported lucid dreams during the morning sleep period, whereas three, (27%), four (27%), and two participants (14%) produced PSG-verified eye signals. …”
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134por Wouda, Matthijs Ferdinand, Gaupseth, Jon-Arve, Bengtson, Espen Ingvald., Johansen, Truls, Brembo, Espen Andreas, Lundgaard, Eivind“…The day after they had a practice playing session with three different exergames (X-box Kinect, Fruit Ninja; Nintendo Wii, Wii Sports Boxing; VR Oculus Rift, boxing). …”
Publicado 2023
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135“…We present eBaViR (easy Balance Virtual Rehabilitation), a system based on the Nintendo(® )Wii Balance Board(® )(WBB), which has been designed by clinical therapists to improve standing balance in patients with ABI through motivational and adaptative exercises. …”
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136por Hurkmans, Henri L, Ribbers, Gerard M, Streur-Kranenburg, Marjolein F, Stam, Henk J, van den Berg-Emons, Rita J“…Active video games, such as Nintendo Wii Sports, might maintain interest and improve long-term participation in physical activities; however, the intensity of physical activity among chronic stroke patients while playing Wii Sports is unknown. …”
Publicado 2011
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137por Robinson, Jonathan, Dixon, John, Macsween, Alasdair, van Schaik, Paul, Martin, Denis“…Group 1 received balance training using the Nintendo Wii Fit™ (exergaming) and Group 2 undertook traditional balance training (non-exergaming). …”
Publicado 2015
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138por Godinho, Catarina, Domingos, Josefa, Cunha, Guilherme, Santos, Ana T., Fernandes, Ricardo M., Abreu, Daisy, Gonçalves, Nilza, Matthews, Helen, Isaacs, Tom, Duffen, Joy, Al-Jawad, Ahmed, Larsen, Frank, Serrano, Artur, Weber, Peter, Thoms, Andrea, Sollinger, Stefan, Graessner, Holm, Maetzler, Walter, Ferreira, Joaquim J.“…Within the non-wearable devices group, the Nintendo Wii Balance Board and GAITRite® gait analysis system were classified as ‘recommended’. …”
Publicado 2016
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139por Golla, André, Müller, Tobias, Wohlfarth, Kai, Jahn, Patrick, Mattukat, Kerstin, Mau, Wilfried“…Mobile stroke survivors (aged 60 years or above; 12 weeks after discharge from hospital) received a 6-week (once per week) supervised balance training at the study centre, followed by a 6-week (three times per week) unsupervised balance training at home. We used the Nintendo Wii™ Balance Board for one intervention arm and conventional balance exercises for the other intervention arm. …”
Publicado 2018
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140“…Neuromuscular training interventions varied across studies: whole body vibration therapy, Nintendo-Wii-Fit training, balance training, sport-specific exercises, backward walking, etc. …”
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