2012
DOI: 10.1097/bcr.0b013e318234d8ef
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The Utilization of Nintendo® Wii™ During Burn Rehabilitation

Abstract: The purpose of this study was to demonstrate feasibility and measure outcomes on pain, anxiety, active range of motion (AROM), function, enjoyment, and presence with the adjunctive use of Nintendo® Wii™ (Nintendo of America Inc., Redmond, WA) during acute burn rehabilitation. Participants were alternated and stratified based on the location of burn into Wii or control treatment groups. Joints of interest with limited AROM were the shoulder, elbow, wrist, hip, knee, and ankle. All participants received three co… Show more

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Cited by 41 publications
(46 citation statements)
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“…For this reason, the corresponding authors were contacted via email; however, only one corresponding author 49 responded to our request. Thus, the remaining five studies which provided insufficient data were excluded from the quantitative analysis due to the following reasons: (i) One study did not provide pre‐test, post‐test or change score SD 48 ; two studies reported the data only as median and interquartile range 53,54 ; one study reported the premean and SD of anxiety levels of all participants together but divided the postmean and SD of anxiety levels into two groups (participants who increased or decreased minutes of exergaming) 18 ; and one study did not report the postmean and SD values 58 . Therefore, 10 studies provided sufficient data for the meta‐analysis (Figure 1).…”
Section: Resultsmentioning
confidence: 99%
“…For this reason, the corresponding authors were contacted via email; however, only one corresponding author 49 responded to our request. Thus, the remaining five studies which provided insufficient data were excluded from the quantitative analysis due to the following reasons: (i) One study did not provide pre‐test, post‐test or change score SD 48 ; two studies reported the data only as median and interquartile range 53,54 ; one study reported the premean and SD of anxiety levels of all participants together but divided the postmean and SD of anxiety levels into two groups (participants who increased or decreased minutes of exergaming) 18 ; and one study did not report the postmean and SD values 58 . Therefore, 10 studies provided sufficient data for the meta‐analysis (Figure 1).…”
Section: Resultsmentioning
confidence: 99%
“…[11][12][13][14] For nearly a decade, videogames have been used in burn rehabilitation specifically to help motivate patients for movement while distracting them from their pain. [15][16][17] In 2010, Fung et al surveyed therapists to determine their opinions on the role of videogames in burn rehabilitation. A majority of outpatient (76%) and inpatient therapists (65%) reported videogames were a useful adjunct to therapy and 73% believed it could improve treatment compliance.…”
mentioning
confidence: 99%
“…Games 36 and ''Chicken Little'' and ''Need for Speed.'' 37 AVG play proved to be an entertaining and distracting experience during the pain of burn treatment, increasing patients' tolerance 36 and decreasing pain and anxiety in adolescents 35 and young adults. 35,36 Cancer.…”
Section: Study Characteristicsmentioning
confidence: 99%
“…37 AVG play proved to be an entertaining and distracting experience during the pain of burn treatment, increasing patients' tolerance 36 and decreasing pain and anxiety in adolescents 35 and young adults. 35,36 Cancer. One study examined 5 days of 30 minutes of ''Wii Sports'' play among seven cancer inpatients 47-70 years of age and found improved mood state, relaxation, and decreased negative emotions.…”
Section: Study Characteristicsmentioning
confidence: 99%