Feasibility, Safety, and Enjoyment during Wii Balance Board Exergame Training among Individuals with Sub-acute Stroke.

Introduction. Nintendo® Wii is a non-immersive virtual reality platform that works integrated with the Wii Balance Board as a biofeedback system for balance rehabilitation among post-stroke patients. Objective. Primary objective was to evaluate the feasibility of employing Wii Balance Board training...

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Publicado en:Revista de Investigación e Innovación en Ciencias de la Salud (RIICS) Vol. 7; no. 1; pp. 1 - 27
Autores principales: Pratihar, Sayan, R. P., Shanmuga Priya
Formato: pictorial research tables/charts Journal Article
Publicado: Fundacion Universitaria Maria Cano 2025
Acceso en línea:Ver este registro en EBSCOhost
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        atl: Feasibility, Safety, and Enjoyment during Wii Balance Board Exergame Training among Individuals with Sub-acute Stroke.
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        au:
          Pratihar, Sayan
          R. P., Shanmuga Priya
        affil: SRM College of Physiotherapy; Faculty of Medicine & Health Sciences; SRM Institute of Science and Technology; Chennai; India
      sug:
        subj:
          Stroke Rehabilitation
          Exergames
          Balance, Postural
          Balance Training, Physical
          Patient Safety
          Pleasure Evaluation
          Human
          Male
          Female
          Adult
          Middle Age
          Aged
          Pilot Studies
          Questionnaires
          Physical Therapy
          Descriptive Statistics
          India
          Stroke Patients
          Scales
          Data Analysis Software
          Paired T-Tests
          Pearson's Correlation Coefficient
          Adult: 19-44 years
          Middle Aged: 45-64 years
          Aged: 65+ years
          Male
          Female
      ab:
        Introduction. Nintendo® Wii is a non-immersive virtual reality platform that works integrated with the Wii Balance Board as a biofeedback system for balance rehabilitation among post-stroke patients. Objective. Primary objective was to evaluate the feasibility of employing Wii Balance Board training as a standalone treatment approach in clinical practice for subacute stroke patients. The secondary objective was to assess the enjoyment status during Wii Balance Board training and to calculate effect size for definitive study. Method. The study design was pilot randomized control trial. We recruited 20 subacute stroke patients using a block randomization technique. The participants in the experimental group received Wii Balance Board training for 12 sessions up to 2 weeks. The control group participants received standard physiotherapy treatments for standing balance for 12 sessions until 2 weeks. Outcome measures were clinicallog documentation for feasibility testing, Exergame Enjoyment Questionnaire, mini-BESTest, and FIMs. Results. The study's enrollment and retention rate was respectively 80% (n = 20) and 70% in each group (n = 7). The incidence rate of adverse events from Wii Fit training was reported to be 40% (n = 4), along with a moderate enjoyment rate (mean±sd=50.10 ± 14.69; n = 10). The experimental intervention did not offer significant benefits over control intervention (p = 0.539, 0.622; Cohen's d = -0.280, -0.224; 95% CI: -1.158 to 0.605, -1.101 to 0.658). Conclusion. The Wii Balance Board-based exergames training can be considered a feasible and safe balance training approach among sub-acute stroke patients. However, exergames cannot replace standard care balance rehabilitation due to poor efficacy in short term.
        Introducción. Nintendo® Wii es una plataforma de realidad virtual no inmersiva que funciona integrada con la Wii Balance Board como un sistema de biofeedback para la rehabilitación del equilibrio en pacientes después de un accidente cerebrovascular. Objetivo. El objetivo principal era evaluar la viabilidad de emplear el entrenamiento con Wii Balance Board como un enfoque de tratamiento independiente en la práctica clínica para pacientes con apoplejía subaguda. El objetivo secundario era evaluar el estado de disfrute durante el entrenamiento con la Wii Balance Board y calcular el tamaño del efecto para un estudio definitivo. Método. El diseño del estudio fue un ensayo piloto de control aleatorio. Reclutamos a 20 pacientes con AVC subagudo utilizando una técnica de aleatorización en bloque. Los participantes del grupo experimental recibieron entrenamiento en la Wii Balance Board durante 12 sesiones de hasta 2 semanas. Los participantes del grupo de control recibieron tratamientos estándar de fisioterapia para el equilibrio en posición erguida durante 12 sesiones de hasta 2 semanas. Las medidas de los resultados fueron la documentación clínica-log para las pruebas de viabilidad, el cuestionario de disfrute del exergame, el mini-BESTest y los FIMs. Resultados. La tasa de matrícula y retención del estudio fue respectivamente del 80% (n = 20) y 70% en cada grupo (n = 7). Se informó que la tasa de incidencia de eventos adversos del entrenamiento Wii Fit fue del 40% (n = 4), junto con una tasa moderada de disfrute (promedio sd = 50,10 14,69; n = 10). La intervención experimental no ofreció beneficios significativos sobre la intervención de control (p = 0,539, 0,622; d = -0,280, -0,224 de Cohen; IC 95%: -1,15 a 0,60, -1,10 a 0,65). Conclusión. El entrenamiento de exergames basado en la Wii Balance Board puede considerarse un enfoque factible y seguro para el entrenamiento del equilibrio entre pacientes con ACV subagudo. Sin embargo, los exerjuegos no pueden reemplazar la rehabilitación de equilibrio de atención estándar debido a su escasa eficacia a corto plazo.
      pubtype: Academic Journal
      doctype:
        pictorial
        research
        tables/charts
        Journal Article
      ougenre: Article
    language: English
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