2018
DOI: 10.1016/j.maturitas.2018.10.002
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Feasibility, safety, acceptability, and functional outcomes of playing Nintendo Wii Fit PlusTM for frail older adults: A randomized feasibility clinical trial

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Cited by 59 publications
(78 citation statements)
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“…Regarding the exergame type, most studies used the commercial non-immersive Nintendo Wii ® system (1,(29)(30)(31)(32)(33)(34)(35)(36). The remaining studies used the following serious games: the Balance Rehabilitation Unit (BRU TM ) -a customized rehabilitation program that contains a immersive environment in which the user interact through three dimensional glasses (37); the LegSys™ (BioSensics LLC, MA, USA) -an interactive exergame interface with five wearable joint angle and position sensors (30); and two studies used Kinect-based exergames -the iStoppfalls system (38), and the exergame program with the following serious games: apple game, tightrope standing, balloon popping and one-leg stand (39).…”
Section: Participants and Intervention Characteristicsmentioning
confidence: 99%
“…Regarding the exergame type, most studies used the commercial non-immersive Nintendo Wii ® system (1,(29)(30)(31)(32)(33)(34)(35)(36). The remaining studies used the following serious games: the Balance Rehabilitation Unit (BRU TM ) -a customized rehabilitation program that contains a immersive environment in which the user interact through three dimensional glasses (37); the LegSys™ (BioSensics LLC, MA, USA) -an interactive exergame interface with five wearable joint angle and position sensors (30); and two studies used Kinect-based exergames -the iStoppfalls system (38), and the exergame program with the following serious games: apple game, tightrope standing, balloon popping and one-leg stand (39).…”
Section: Participants and Intervention Characteristicsmentioning
confidence: 99%
“…Dessa forma, aliar um programa com intervenções convencionais e novas tecnologias, pode produzir efeitos positivos na adesão ao tratamento e proporcionar ganhos funcionais e cognitivos (Burdea, 2003;Monteiro et al, 2011, Massetti et al, 2018. Entre as novas intervenções, estudos vêm mostrando efeitos positivos dos videogames interativos nos desfechos clínicos de pacientes pós AVC (Laver et al, 2017), PC (Chen et al, 2018); doença de Parkinson (Dockx et al, 2016), idosos frágeis (Gomes et al, 2018) entre outros. Em sua maioria os estudos são com AVC, seguidos por PC e Lesão Medular Encefálica (LME) respectivamente, dentre outras patologias, resultado da incidência destas patologias e maior dificuldade no recrutamento de populações, dada a heterogeneidade do comprometimento de funções que esses grupos apresentam (Massetti et al, 2018).…”
Section: Reabilitação Virtual Nas Doenças Neurológicasunclassified
“…A aceitabilidade foi avaliada por meio de questionário elaborado pelos pesquisadores com base no estudo de (Bacha et al, 2017;Gomes et al, 2018) (IWABE et al, 2008).…”
Section: Avaliaçõesunclassified
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