2.50
Hdl Handle:
http://hdl.handle.net/10755/157441
Type:
Presentation
Title:
WII FIT EXERGAMES TO IMPROVE BALANCE IN OLDER ADULTS: A WORK IN PROGRESS
Abstract:
WII FIT EXERGAMES TO IMPROVE BALANCE IN OLDER ADULTS: A WORK IN PROGRESS
Conference Sponsor:Western Institute of Nursing
Conference Year:2010
Author:Agmon, Maayan, BPT, MA
P.I. Institution Name:University of Washington, School of Nursing
Title:Doctoral student
Contact Address:3705 NE 77TH St. #1, Seattle, WA, 98115, USA
Co-Authors:Huong Nguyen; Cindy Perry; George Demiris
PURPOSE: The purpose of this study is to determine the feasibility and preliminary efficacy of using the Nintendo Wii Fit exer-gaming console, a relatively inexpensive virtual reality and biofeedback technology to improve balance among older adults in a 12-week individual training program.
BACKGROUND: Falls due to impaired balance are a major health problem among older adults. Studies show that exercise in general is beneficial in reducing fall risks. Specifically, balance training that includes biofeedback and virtual reality improves balance in this population. The challenge to wide dissemination of such technologies to older adults is its expense. Consumer gaming consoles such as the Wii Fit which has elements of virtual reality and biofeedback associated with balance exercises offers a potentially affordable alternative.
METHODS: This study uses a single group, pre-post test design. A total of 8 individuals (> 65 y/o) who are at risk for falls (Berg Balance Test <52 points) will be recruited from 4 retirement communities in the Puget Sound, WA region. Participants receive individualized instructions on how to play four Wii Fit games (basic step, soccer heading, ski slalom, and table tilt) and are asked to play these games in their homes 3 times a week for at least 30 minutes per session over 3-months. Although the Wii automatically records game play, participants are also asked to log their exercises and rate how they feel after each session. A research assistant conducts weekly telephone follow ups with participants. Participants complete a battery of tests (Berg Balance Test, 4 meter timed walk test, Trail Making A & B, Digit Symbol Substitution Tests), and questionnaires (exercise enjoyment and quality of life), and wears an activity monitor at baseline and 3 months. Semi-structured qualitative interviews will be conducted at the 3 month assessment.
RESULTS: Two participants are currently enrolled and the remaining six will be enrolled in the next four months. Based on participant observations and weekly telephone calls with the first two participants, we have found no challenges with the technology or participant engagement in the training protocol. Effect sizes will be calculated for changes in outcomes from baseline to 3 months for all participants and the qualitative interviews will be subjected to an anthropological analysis.
IMPLICATIONS: If use of the Wii Fit for balance training is found to be safe, feasible and shows preliminary evidence of efficacy in improving balance, such tools could be further tested and disseminated widely by nurses to promote health enhancement in older adults.
Repository Posting Date:
26-Oct-2011
Date of Publication:
17-Oct-2011
Sponsors:
Western Institute of Nursing

Full metadata record

DC FieldValue Language
dc.typePresentationen_GB
dc.titleWII FIT EXERGAMES TO IMPROVE BALANCE IN OLDER ADULTS: A WORK IN PROGRESSen_GB
dc.identifier.urihttp://hdl.handle.net/10755/157441-
dc.description.abstract<table><tr><td colspan="2" class="item-title">WII FIT EXERGAMES TO IMPROVE BALANCE IN OLDER ADULTS: A WORK IN PROGRESS</td></tr><tr class="item-sponsor"><td class="label">Conference Sponsor:</td><td class="value">Western Institute of Nursing</td></tr><tr class="item-year"><td class="label">Conference Year:</td><td class="value">2010</td></tr><tr class="item-author"><td class="label">Author:</td><td class="value">Agmon, Maayan, BPT, MA</td></tr><tr class="item-institute"><td class="label">P.I. Institution Name:</td><td class="value">University of Washington, School of Nursing</td></tr><tr class="item-author-title"><td class="label">Title:</td><td class="value">Doctoral student</td></tr><tr class="item-address"><td class="label">Contact Address:</td><td class="value">3705 NE 77TH St. #1, Seattle, WA, 98115, USA</td></tr><tr class="item-email"><td class="label">Email:</td><td class="value">agmonm@u.washington.edu</td></tr><tr class="item-co-authors"><td class="label">Co-Authors:</td><td class="value">Huong Nguyen; Cindy Perry; George Demiris</td></tr><tr><td colspan="2" class="item-abstract">PURPOSE: The purpose of this study is to determine the feasibility and preliminary efficacy of using the Nintendo Wii Fit exer-gaming console, a relatively inexpensive virtual reality and biofeedback technology to improve balance among older adults in a 12-week individual training program. <br/>BACKGROUND: Falls due to impaired balance are a major health problem among older adults. Studies show that exercise in general is beneficial in reducing fall risks. Specifically, balance training that includes biofeedback and virtual reality improves balance in this population. The challenge to wide dissemination of such technologies to older adults is its expense. Consumer gaming consoles such as the Wii Fit which has elements of virtual reality and biofeedback associated with balance exercises offers a potentially affordable alternative. <br/>METHODS: This study uses a single group, pre-post test design. A total of 8 individuals (&gt; 65 y/o) who are at risk for falls (Berg Balance Test &lt;52 points) will be recruited from 4 retirement communities in the Puget Sound, WA region. Participants receive individualized instructions on how to play four Wii Fit games (basic step, soccer heading, ski slalom, and table tilt) and are asked to play these games in their homes 3 times a week for at least 30 minutes per session over 3-months. Although the Wii automatically records game play, participants are also asked to log their exercises and rate how they feel after each session. A research assistant conducts weekly telephone follow ups with participants. Participants complete a battery of tests (Berg Balance Test, 4 meter timed walk test, Trail Making A &amp; B, Digit Symbol Substitution Tests), and questionnaires (exercise enjoyment and quality of life), and wears an activity monitor at baseline and 3 months. Semi-structured qualitative interviews will be conducted at the 3 month assessment. <br/>RESULTS: Two participants are currently enrolled and the remaining six will be enrolled in the next four months. Based on participant observations and weekly telephone calls with the first two participants, we have found no challenges with the technology or participant engagement in the training protocol. Effect sizes will be calculated for changes in outcomes from baseline to 3 months for all participants and the qualitative interviews will be subjected to an anthropological analysis. <br/>IMPLICATIONS: If use of the Wii Fit for balance training is found to be safe, feasible and shows preliminary evidence of efficacy in improving balance, such tools could be further tested and disseminated widely by nurses to promote health enhancement in older adults. <br/></td></tr></table>en_GB
dc.date.available2011-10-26T19:52:34Z-
dc.date.issued2011-10-17en_GB
dc.date.accessioned2011-10-26T19:52:34Z-
dc.description.sponsorshipWestern Institute of Nursingen_GB
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