J Phys Ther Sci. 2016 Nov;28(11):3112-3115.
Bang YS1, Son KH2, Kim HJ2.
[Purpose] The purpose of this study is to investigate the effects of virtual reality training using Nintendo Wii on balance and walking for stroke patients. [Subjects and Methods] Forty stroke patients with stroke were randomly divided into two exercise program groups: virtual reality training (n=20) and treadmill (n=20). The subjects underwent their 40-minute exercise program three times a week for eight weeks. Their balance and walking were measured before and after the complete program. We measured the left/right weight-bearing and the anterior/posterior weight-bearing for balance, as well as stance phase, swing phase, and cadence for walking. [Results] For balance, both groups showed significant differences in the left/right and anterior/posterior weight-bearing, with significant post-program differences between the groups. For walking, there were significant differences in the stance phase, swing phase, and cadence of the virtual reality training group. [Conclusion] The results of this study suggest that virtual reality training providing visual feedback may enable stroke patients to directly adjust their incorrect weight center and shift visually. Virtual reality training may be appropriate for patients who need improved balance and walking ability by inducing their interest for them to perform planned exercises on a consistent basis.
Dehbandi B, Barachant A, Smeragliuolo AH, Long JD, Bumanlag SJ, He V, et al. (2017) Using data from the Microsoft Kinect 2 to determine postural stability in healthy subjects: A feasibility trial. PLoS ONE 12(2): e0170890. doi:10.1371/journal.pone.0170890
The objective of this study was to determine whether kinematic data collected by the Microsoft Kinect 2 (MK2) could be used to quantify postural stability in healthy subjects. Twelve subjects were recruited for the project, and were instructed to perform a sequence of simple postural stability tasks. The movement sequence was performed as subjects were seated on top of a force platform, and the MK2 was positioned in front of them. This sequence of tasks was performed by each subject under three different postural conditions: “both feet on the ground” (1), “One foot off the ground” (2), and “both feet off the ground” (3). We compared force platform and MK2 data to quantify the degree to which the MK2 was returning reliable data across subjects. We then applied a novel machine-learning paradigm to the MK2 data in order to determine the extent to which data from the MK2 could be used to reliably classify different postural conditions. Our initial comparison of force plate and MK2 data showed a strong agreement between the two devices, with strong Pearson correlations between the trunk centroids “Spine_Mid” (0.85 ± 0.06), “Neck” (0.86 ± 0.07) and “Head” (0.87 ± 0.07), and the center of pressure centroid inferred by the force platform. Mean accuracy for the machine learning classifier from MK2 was 97.0%, with a specific classification accuracy breakdown of 90.9%, 100%, and 100% for conditions 1 through 3, respectively. Mean accuracy for the machine learning classifier derived from the force platform data was lower at 84.4%. We conclude that data from the MK2 has sufficient information content to allow us to classify sequences of tasks being performed under different levels of postural stability. Future studies will focus on validating this protocol on large populations of individuals with actual balance impairments in order to create a toolkit that is clinically validated and available to the medical community.
Devrim Tarakci Assisstant Professor1,*,
Burcu Ersoz Huseyinsinoglu Assisstant Professor2,
Ela Tarakci Associate Professor2 and
Arzu Razak Ozdinçler Professor2
This study aimed to compare the effects of Nintendo Wii-Fit balance-based video games and conventional balance training in children with mild Cerebral Palsy (CP).
This randomized controlled trial included thirty ambulatory pediatric patients (5 to 18 years) with CP. Participants were randomized to either conventional balance training group (Control Group) or Wii-Fit balance-based video games group (Wii Group). Both group received Neuro-developmental treatment (NDT) during 24 sessions. In addition, while control group received conventional balance training in each session, Wii group performed Nintendo Wii Fit games like ski slalom, tightrope walk and soccer heading on balance board. Primary outcomes were Functional Reach Test (forward and sideways), Sit-to-Stand Test and Timed Get up and Go Test. Nintendo Wii Fit balance, age and game scores, 10-meter walk test, 10-step climbing test and Wee-Functional Independence Measure (Wee FIM) were secondary outcomes.
After the treatment, changes at balance scores and independence level in activities of daily living were significant (p<0.05) in both groups. Statistically significant improvements were found in Wii-based game group over control group in all balance tests and total Wee FIM score (p<0.05).
Wii-fit balance based video games are better at improving both static and performance-related balance parameters when combined with NDT treatment in children with mild CP.
Deutsch Judith E., Guarrera-Bowlby Phyllis, Myslinski Mary Jane, and Kafri Michal. Games for Health Journal. January 2015, 4(1): 31-37. doi:10.1089/g4h.2014.0082.
This article asked and answered the question of whether there was evidence to support the use of videogames for promotion of wellness and fitness for people poststroke and those with cerebral palsy (CP). A literature search of PubMed, CINAHL, and PEDro using a population, intervention, and outcome (PIO) approach and the key words “stroke (or CP) AND video games (and synonyms) AND energy expenditure (EE) (and synonyms)” was conducted. It yielded two relevant references for people poststroke and five references for people with CP. The literature extraction and synthesis by the categories of the PIO indicated that most studies used only the population of interest, except two that compared the EE with that of healthy controls. The main finding is that both people poststroke (moderate severity) and people with CP (mild severity) can achieve moderate EE playing Wii(™) (Nintendo, Kyoto, Japan), PlayStation(®) (Sony, Tokyo, Japan), and Kinect(™) (Microsoft, Redmond, WA) games. Adults with CP of mild severity played the videogames at vigorous levels, whereas those with severe CP played them at low levels. There appears to be an interaction between development and severity that influences the exercise intensity measured by EE. The findings suggests that videogames are a gateway for wellness promotion.
Link to article HERE
Dahl-Popolizio Sue, Loman Jamil, and Cordes Colleen Clemency. Games for Health Journal. May 2014, 3(3): 157-161. doi:10.1089/g4h.2014.0002.
The purpose of this study was to assess the effectiveness of a game-like exercise tool as a component of occupational and physical therapy treatment for patients with shoulder pain and impairment in an outpatient physical therapy clinic.
MATERIALS AND METHODS:
The product evaluated is a hands-free therapy (HFT) prototype, using Microsoft(®) (Redmond, WA) Kinect™ technology. HFT was designed as a home exercise program (HEP), or adjunct to a clinic-based exercise program, with the goal to improve patient compliance and outcomes by providing patients with continuous immediate feedback and engaging them in a game-like experience. Eight patients with shoulder injuries were randomly assigned to study groups. Outcomes in pain, range of motion, and function were assessed. The experimental group received six sessions using HFT; the control group received six sessions of treatment as usual.
The research demonstrated that patient outcomes were as good in the group using HFT as outcomes achieved with usual care. HFT was found to be a useful adjunct in an outpatient therapy clinic, allowing patients to complete exercises with real-time feedback and minimal therapist oversight.
These preliminary findings support the potential use of technology to provide an effective therapy and HEP system. Additional research utilizing a larger sample size is warranted to determine if this product can be an effective tool to improve HEP compliance and to determine the effectiveness of HFT as an adjunctive treatment in the clinic.
Full article HERE
Article about gaming in health, focusing on MIRA Rehab software
Found on page 42.