Background: Exercise is beneficial to maintain balance. Wii Fit©, a video game-based exercise, offers an enjoyable way to exercise and is feasible for older adults with neurocognitive disorders (NCD).

Objective: To evaluate the effects of Wii Fit© exercise training on the balance of older adults with NCD.

Methods: Systematic review and meta-analysis of randomized control trials using Cochrane collaboration tools. The participants were older adults (60 years and over) with NCD. Balance was measured with Berg Balance Scale (BBS) and Timed Up and Go (TUG). Two reviewers independently searched, selected, extracted data, assessed risk of biases, and determined the quality of evidence. Outcomes were evaluated using Grading of Recommendations Assessment, Development, and Evaluation (GRADE). A meta-analysis was performed.

Results: The literature search identified 522 source documents of which titles and abstracts were reviewed for 428 after removing 94 duplicates. The reviewers selected five studies out of 50 after a full text review. The overall effect of Wii Fit© exercise training on BBS was moderate, significant, and clinically meaningful (standardized mean difference [SMD] = 0.5 standard deviation [SD] [95% confidence interval CI] 0.08, 0.84]). No effect was observed with TUG scores (SMD = 0.00 SD [95% CI -0.44, 0.44]). The GRADE quality of evidence was very low.

Conclusion: Wii Fit© exercise training has a positive effect on balance in older adults with NCD. However, further research with sufficient power is needed to evaluate its effectiveness.

Download full-text PDF

Source
http://dx.doi.org/10.3233/JAD-191301DOI Listing

Publication Analysis

Top Keywords

wii fit©
20
older adults
20
fit© exercise
16
balance older
12
exercise training
12
adults neurocognitive
8
neurocognitive disorders
8
quality evidence
8
exercise
7
balance
6

Similar Publications

Video Game Therapy in a Neurosciences Critical Care Unit: A Pilot Study.

Am J Crit Care

January 2025

Mona N. Bahouth is medical director, Brain Rescue Unit and an associate professor of neurology, Johns Hopkins University School of Medicine.

Background: Therapeutic activity after stroke is a component of early recovery strategies. Interactive video games have been shown to be safe as an adjunct rehabilitation therapy in the medical intensive care setting, but patients with neurologic disease were often excluded from those protocols.

Objectives: To evaluate the feasibility and safety of individualized interactive video game therapy in critically ill neurologic patients.

View Article and Find Full Text PDF

Purpose: The present study investigated the clinical feasibility of replacing a part of conventional physiotherapy (PT) with Nintendo Wii® for the recovery of motor function and activities of daily living (ADL) in patients with glioma.

Methods: This study included 10 patients with first-episode gliomas who were admitted to the neurosurgery department of a tertiary hospital. According to the patients' preferences, they were allocated to conventional PT or Wii® rehabilitation groups in which a part of the conventional PT sessions were replaced with Wii® training.

View Article and Find Full Text PDF

The knee is one of the joints most vulnerable to disease and injury, particularly in athletes and older adults. Surface temperature monitoring provides insights into the health of the analysed area, supporting early diagnosis and monitoring of conditions such as osteoarthritis and tendon injuries. This study presents an innovative approach that combines infrared thermography techniques with a Resnet 152 (DeepLabCut based) to detect and monitor temperature variations across specific knee regions during repeated sit-to-stand exercises.

View Article and Find Full Text PDF

Fatigue plays a critical role in sports science, significantly affecting recovery, training effectiveness, and overall athletic performance. Understanding and predicting fatigue is essential to optimize training, prevent overtraining, and minimize the risk of injuries. The aim of this study is to leverage Human Activity Recognition (HAR) through deep learning methods for dimensionality reduction.

View Article and Find Full Text PDF

Purpose: Poor performance in practicing balance tasks is partly caused by the changes in the knee function and balance control activities following total knee arthroplasty (TKA). The purpose of this study was to determine the test-retest reliability of the static and dynamic balance measures using Wii Balance Board (WBB) in patients after TKA.

Design: Thirty-one TKA patients (6 males, 27 females, mean age 55 ± 5.

View Article and Find Full Text PDF

Want AI Summaries of new PubMed Abstracts delivered to your In-box?

Enter search terms and have AI summaries delivered each week - change queries or unsubscribe any time!