Effectiveness of the Nintendo℗ʼ Wii Fit TM games on the balance of a community-dwelling older adult in Eastern North Carolina

ECU Author/Contributor (non-ECU co-authors, if there are any, appear on document)
Brittany Gardner (Creator)
Institution
East Carolina University (ECU )
Web Site: http://www.ecu.edu/lib/
Advisor
Jane Painter

Abstract: The aim of this study was to determine if the Nintendo℗ʼ Wii Fit TM was an effective and motivating modality for fall prevention with an older adult who has MG and lives in Eastern North Carolina. With the increasing number of older adults it is imperative for occupational therapists to address balance and fall-prevention. The Nintendo℗ʼ Wii Fit TM is currently being implemented in occupational and physical therapy; however there is limited research. There is limited research on this topic as this is an innovative approach to balance rehabilitation. The current study aimed to provide additional evidence regarding the use of the Wii Fit TM to improve balance. The single-subject study selected an active community-dwelling older adult with Myasthenia Gravis for participation. The study consisted of three phases: phase one combined the Wii Fit TM balance games with walking outside phase two consisted of the balance and stepping games on the Wii Fit TM only and phase three consisted of walking only. Motivation was measured with a Likert-scale and self-perception of occupational performance was measured through the Canadian Occupational Performance Measure (COPM). The Four Square Step Test (FSST) and Timed Get Up and Go Test (TGUG) were used to assess the participant's balance and risk for falling; the Survey of Activities and Fear of Falling in the Elderly (SAFE) determined the participant's fear of falling and activity restriction. After the course of the study the participant's balance scores as measured by the FSST and TGUG were analyzed to determine any change. There was a significant negative correlation between the participant's FSST score and each phase (p=0.048; r=-0.712); however there was not a significant negative correlation between the participant's score on the TGUG and each phase (p=0.107; r=-0.488). These test scores indicate an improvement in dynamic balance and functional mobility. The participant reported the highest COPM and motivation scores for phase 3 walking outside only indicating that he was not as motivated to complete the activities on the Wii Fit TM . There was also a decrease in the participant's fear of falling score on the SAFE. The current study provides supporting evidence on the effectiveness of the Wii Fit TM for improving balance and reducing a risk for falling; however the study exemplifies the need for additional research.

Additional Information

Publication
Thesis
Date: 2011
Keywords
Gerontology, Health sciences, Balance, Fall prevention, Nintendo Wii Fit, Older adults, Therapeutic use of video games

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TitleLocation & LinkType of Relationship
Effectiveness of the Nintendo℗ʼ Wii Fit TM games on the balance of a community-dwelling older adult in Eastern North Carolinahttp://hdl.handle.net/10342/3660The described resource references, cites, or otherwise points to the related resource.