Article
Geriatrics & Gerontology
Elena Marques-Sule, Anna Arnal-Gomez, Gloria Buitrago-Jimenez, Luis Suso-Marti, Ferran Cuenca-Martinez, Gemma Victoria Espi-Lopez
Summary: The study showed promising results in functionality, balance, and activities of daily living when adding virtual reality with Nintendo Wii to conventional physical therapy in chronic stroke survivors.
JOURNAL OF THE AMERICAN MEDICAL DIRECTORS ASSOCIATION
(2021)
Article
Health Care Sciences & Services
Naveed Anwar, Hossein Karimi, Ashfaq Ahmad, Syed Amir Gilani, Kehkshan Khalid, Ahmed Sohaib Aslam, Asif Hanif
Summary: This study compared the effects of virtual reality training and routine physical therapy on balance and upper extremity sensorimotor function in stroke patients. The results showed that virtual reality training was helpful in improving balance and upper extremity function in stroke patients, although it was not found to be superior to conventional training in improving upper limb sensation.
JMIR SERIOUS GAMES
(2022)
Article
Engineering, Electrical & Electronic
Federica Verdini, Andrea Tigrini, Sandro Fioretti, Alessandro Mengarelli
Summary: This study assessed the validity of the Nintendo WII Balance Board (NWBB) for analyzing anticipatory postural adjustments (APAs) during gait initiation. The results confirmed the usability of NWBB not only for static tasks but also for dynamic tasks.
IEEE TRANSACTIONS ON INSTRUMENTATION AND MEASUREMENT
(2022)
Article
Chemistry, Analytical
Go Yamako, Niroshan G. G. Punchihewa, Hideki Arakawa, Takuya Tajima, Etsuo Chosa
Summary: This study evaluated the characteristics of dynamic balance during sit-to-stand movement in older adults with locomotive syndrome. The results showed a reduction of postural control in these individuals, emphasizing the importance of balance training to prevent falls.
Review
Clinical Neurology
Desiree Montoro-Cardenas, Irene Cortes-Perez, Noelia Zagalaz-Anula, Maria C. Osuna-Perez, Esteban Obrero-Gaitan, Rafael Lomas-Vega
Summary: The study revealed that Nintendo Wii therapy (NWT) combined with conventional physical therapy (CPT) can effectively improve functional and dynamic balance in children with cerebral palsy, especially in sessions lasting approximately 30 minutes.
DEVELOPMENTAL MEDICINE AND CHILD NEUROLOGY
(2021)
Article
Engineering, Biomedical
Shih-Ching Chen, Chueh-Ho Lin, Sheng-Wen Su, Yu-Tai Chang, Chien-Hung Lai
Summary: The study found that in individuals with chronic stroke, an interactive telerehabilitation system using Kinect camera demonstrated similar or superior efficacy compared to conventional one-on-one physiotherapy in improving balance. Although there were no significant differences between the experimental and control groups in baseline and post-intervention outcome measures, improvements were seen in Berg Balance Scale scores and completion times of TUG tests in the experimental group.
JOURNAL OF NEUROENGINEERING AND REHABILITATION
(2021)
Article
Neurosciences
Cinzia Giorgetta, Alessandro Grecucci, Michele Graffeo, Nicolao Bonini, Roberta Ferrario, Alan G. Sanfey
Summary: Expectations can significantly influence decision-making in social interactions, with individuals more likely to forgive negative behaviors and reward positive behaviors from those who were expected to behave unfairly. These findings suggest that expectations of others' behavior and violations play a crucial role in subsequent allocation decisions.
Article
Education & Educational Research
Jing Li
Summary: This paper explores the gamification of digital art through speculative design and interactive experiences. The research combines theoretical and practical methods to improve professional skills. A survey reveals that designers improve their skills through self-study and professional courses. Cognitive assessment after completing the courses shows significant improvement in skills. The Hierarchy Analysis Method identifies important elements for professional skill development.
INTERACTIVE LEARNING ENVIRONMENTS
(2022)
Article
Rehabilitation
Irmak Cavusoglu, Devrim Tarakci, Yonca Zenginler Yazgan, Sevgi Yavuz
Summary: This study aimed to compare the effects of Nintendo Wii-based exergaming and home-based fun video exercises on functional capacity, muscle strength, physical activity, depression, fatigue, and quality of life in pediatric patients with CKD. The results showed that both exergaming and home-based video exercises had positive effects on functional capacity, muscle strength, fatigue, physical activity, depression, and quality of life in pediatric patients with CKD.
INTERNATIONAL JOURNAL OF REHABILITATION RESEARCH
(2023)
Article
Medicine, Research & Experimental
Loukas G. Astrakas, Gianluca de Novi, Mark P. Ottensmeyer, Christian Pusatere, Shasha Li, Michael A. Moskowitz, A. Aria Tzika
Summary: New rehabilitation strategies are challenging the concept of limited window for functional recovery after stroke, and a combination of robot-assisted therapy and serious games can be used as a rehabilitation tool. The study found strong associations between robotic device output parameters, game score elements, and clinical motor scales.
EXPERIMENTAL AND THERAPEUTIC MEDICINE
(2021)
Article
Psychology, Multidisciplinary
Angelica B. Ortiz de Gortari, Jayne Gackenbach
Summary: Research focuses on the effects of Game Transfer Phenomena (GTP) and its relationship with problematic video game playing and problematic social media use, highlighting the potential role of GTP in gaming disorder.
FRONTIERS IN PSYCHOLOGY
(2021)
Review
Environmental Sciences
Desiree Montoro-Cardenas, Irene Cortes-Perez, Maria del Rocio Ibancos-Losada, Noelia Zagalaz-Anula, Esteban Obrero-Gaitan, Maria Catalina Osuna-Perez
Summary: According to the systematic review and meta-analysis, Nintendo Wii-based therapy (NWT) is effective in improving upper extremity motor skills in children with cerebral palsy (CP), including grip strength, tip grip strength, grasping ability, and functional capacity in daily living activities.
INTERNATIONAL JOURNAL OF ENVIRONMENTAL RESEARCH AND PUBLIC HEALTH
(2022)
Article
Psychiatry
Huili She, Xiaolin Cao, Guangsen Guo, Yu Jiang, Yu Liu, Wenpei Zhang
Summary: There is currently no targeted drug treatment for autistic children, and educational intervention and rehabilitation are the main ways to improve their ability development. In a study conducted by the author in collaboration with a therapist, a somatosensory interaction game was designed as an art therapy tool for autistic children. The results of a six-week empirical evaluation showed that the game group improved in terms of concentration, special ability, physical coordination, and activity enhancement, while the picture book group showed significant improvement in interpersonal relationship guidance and language learning and communication.
FRONTIERS IN PSYCHIATRY
(2023)
Article
Engineering, Electrical & Electronic
Weizheng Wang, Yaoqi Yang, Zhimeng Yin, Kapal Dev, Xiaokang Zhou, Xingwang Li, Nawab Muhammad Faseeh Qureshi, Chunhua Su
Summary: Mobile crowdsensing (MCS) is an important approach that utilizes idle resources of portable devices to accomplish sensing tasks. Traditional MCS has security issues due to its reliance on centralized servers, and blockchain-based MCS systems have been proposed to address this. In this study, a secure, interactive, and fair blockchain-based MCS system called BSIF is proposed by integrating smart contracts and mobile devices. BSIF ensures the legitimacy and privacy of participants through identity verification and location privacy protection methods. The evaluation process is transferred to the requester side to reduce computation cost, and the Stackelberg game is used to achieve a dynamic balance between worker participation and requester rewards.
IEEE JOURNAL ON SELECTED AREAS IN COMMUNICATIONS
(2022)
Review
Medicine, General & Internal
Anushka Raipure, Pooja Kasatwar
Summary: Elderly populations who engage in consistent, moderate-intensity exercise have better health and physical activity levels. Ageing leads to a decline in muscle fibres, affecting endurance, strength, and balance. Impaired balance can have negative effects on mobility and posture control. Virtual reality, such as Wii Fit games, is a fun and interactive tool for balance training in older adults.
CUREUS JOURNAL OF MEDICAL SCIENCE
(2022)