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

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    Author
    Gardner, Brittany
    Abstract
    The aim of this study was to determine if the Nintendo® Wii Fit™ 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® Wii Fit™ 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™ 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™ balance games with walking outside, phase two consisted of the balance and stepping games on the Wii Fit™ 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™. 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™ for improving balance and reducing a risk for falling; however, the study exemplifies the need for additional research.
    URI
    http://hdl.handle.net/10342/3660
    Subject
     Gerontology; Health sciences; Balance; Fall prevention; Nintendo® Wii Fit™; Older adults; Therapeutic use of video games 
    Date
    2011
    Citation:
    APA:
    Gardner, Brittany. (January 2011). Effectiveness of the Nintendo® Wii Fit™ games on the balance of a community-dwelling older adult in Eastern North Carolina (Master's Thesis, East Carolina University). Retrieved from the Scholarship. (http://hdl.handle.net/10342/3660.)

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    MLA:
    Gardner, Brittany. Effectiveness of the Nintendo® Wii Fit™ games on the balance of a community-dwelling older adult in Eastern North Carolina. Master's Thesis. East Carolina University, January 2011. The Scholarship. http://hdl.handle.net/10342/3660. April 19, 2021.
    Chicago:
    Gardner, Brittany, “Effectiveness of the Nintendo® Wii Fit™ games on the balance of a community-dwelling older adult in Eastern North Carolina” (Master's Thesis., East Carolina University, January 2011).
    AMA:
    Gardner, Brittany. Effectiveness of the Nintendo® Wii Fit™ games on the balance of a community-dwelling older adult in Eastern North Carolina [Master's Thesis]. Greenville, NC: East Carolina University; January 2011.
    Collections
    • Master's Theses
    • North Carolina Collection
    • Occupational Therapy
    Publisher
    East Carolina University

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