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Wii Video Game Aids in Rehab
Monday April 12, 2010

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SAN DIEGO — PTs who use the Nintendo Wii Sports and Wii Fit video game systems in their practices report that not only do they have fun with their patients but they also see remarkable increases in aerobic capacity, cardiorespiratory function and other measures in patients with physical disabilities. The topic was explored at an educational session presented by instructors from North Georgia College and State University at the American Physical Therapy Association’s Combined Sections Meeting Feb. 17-20.

“The Wii plays a vital role [in rehab],” said Dawn M. Hayes, PT, PhD, GCS. Not only does this activity reduce impairment, but it offers activities patients want to engage in, such as boxing, golfing, dancing and tennis. “When you hit the ball, it feels like you’re hitting the ball,” she said.

The Wii system uses a wireless controller that detects movements in three dimensions. Users hold the remote in the same manner they would hold a piece of sports equipment in the real world, such as the angle someone would hold a golf club.

In a study of 23 healthy children ages 10 to 13, Hayes found that the games Dance Dance Revolution and Wii Sports elicted an increase in energy expenditure, heart rate and rating of perceived exertion that were similar to moderate intensity walking. “It’s quite motivating to them,” she said.

“I don’t know who has more fun with it — the client or myself,” said Terrie L. Millard, PT, DPT, MMSc, PCS. Millard used the example of a 13-year-old boy with cerebral palsy. His goals were to remain home by himself for several hours each day and manage his needs independently – taking his wheelchair to the toilet and shower chair, transferring from his wheelchair at home and school, and managing his walker.

“The whole emphasis of this was to get him active enough so he could live the life of a 13-year-old boy,” Millard said.

The client suffered from depression but was inspired by the games. “I saw him smile for the first time,” Millard said. “It was all his idea, so he was very much [taking] ownership of this operation.”

The Wii Fit offers numerous advantages, Millard said. Among these, the system encourages weight bearing, movement, motor learning and interaction with others; offers fun, decreases fear, involves the client in decision making, and improves fitness, balance and body awareness.

Millard used a body-weight support system during play to allow increased intensity and exploration and reduced fear of falling. The intervention consisted of 10 minutes of warm-up with Wii Fit boxing, 18 minutes of Wii Fit running and 10 minutes of cool down with boxing.

“What was surprising to me was it was a very intense workout for him to just air walk,” Millard said. “Maybe we don’t need to move through space, maybe we just need the perception of space moving for us.”

Rapid improvements with long lasting gains occurred in movement economy. Aerobic capacity significantly improved with training and significantly declined post training. “He was using oxygen much more efficiently,” Millard said.

After 14 weeks of on-site training followed by home intervention, the client reached his goals of improved transfers and began ambulating with a platform walker with contact guard after training.

“I see a fantastic opportunity for kids with cerebral palsy,” Millard said.

Throughout the study, economy of movement values approached those of a typically developing adolescent. Neuroplastic changes and development of more economical and efficient motor patterns of movement may have contributed to his success, Millard said.

In a second study presented at the session, a 61-year-old male with an above-knee amputation resulting from a motorcycle accident was trained using the Wii Fit balance games along with body-weight supported gait training on a treadmill to eliminate fear of falling.

The patient had returned to work after the amputation using bilateral forearm crutches for ambulation. He reported fear of falling when he attempted to ambulate with a cane or without an assistive device. And he was restricted in community activities and work participation.

The duration of the intervention was 12 sessions over six weeks. The participant selected the order of the balance games, which included activities such as skiing. “The truth is this participant loved playing with the Wii,” said Carol A. Miller, PT, PhD, GCS.

The trial was carried out twice, using two different prosthetic knees.

The first trial resulted in improved aerobic capacity, reduced fear of falling, increased balance responses and increased gait abilities, Miller said. The participant began the study using forearm crutches and completed the study using a single straight cane.

The second trial resulted in even greater improvement in measures and the participant stopped using any assistive device at home or in the community. Ÿ

Natasha Emmons is national news editor for Today in PT.


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Monday April 12, 2010
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