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

dc.contributor.advisorPainter, Janeen_US
dc.contributor.authorGardner, Brittanyen_US
dc.contributor.departmentOccupational Therapyen_US
dc.date.accessioned2011-08-22T15:15:25Z
dc.date.available2011-08-22T15:15:25Z
dc.date.issued2011en_US
dc.description.abstractThe 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.en_US
dc.description.degreeM.S.en_US
dc.format.extent161 p.en_US
dc.format.mediumdissertations, academicen_US
dc.identifier.urihttp://hdl.handle.net/10342/3660
dc.language.isoen_US
dc.publisherEast Carolina Universityen_US
dc.subjectGerontologyen_US
dc.subjectHealth sciencesen_US
dc.subjectBalanceen_US
dc.subjectFall preventionen_US
dc.subjectNintendo® Wii Fit™en_US
dc.subjectOlder adultsen_US
dc.subjectTherapeutic use of video gamesen_US
dc.subject.meshAged
dc.subject.meshAccident Prevention
dc.subject.meshAccidental Falls
dc.subject.meshAccidental Falls--prevention & control
dc.subject.meshRisk Factors
dc.subject.meshVideo Games
dc.subject.meshExercise Therapy
dc.subject.meshPostural Balance
dc.subject.meshGait
dc.subject.meshWalking
dc.subject.meshSelf Concept
dc.subject.meshMotivation
dc.subject.meshGeriatrics
dc.subject.meshMyasthenia Gravis
dc.subject.meshOccupational Therapy
dc.titleEffectiveness of the Nintendo® Wii Fit™ games on the balance of a community-dwelling older adult in Eastern North Carolinaen_US
dc.typeMaster's Thesisen_US

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