The document discusses using the Nintendo Wii gaming console to augment physical and occupational therapy. It provides an overview of the Wii games and exercises that have been used therapeutically, including for balance training, physical movement, and cognitive training. Goals of Wii-assisted therapy are also outlined, such as increasing patients' strength, balance, and functional abilities. The document reviews reported physiological and psychological benefits of Wii therapy and provides best practice recommendations. Resources for further information on applying Wii activities to therapeutic goals are also referenced.
The Pikachu Effect: Social and Health Gaming Motivations Lead to Greater Bene...Maciej Behnke
Several studies provided evidence for the effectiveness of gamification of health behaviors (e.g., exercising or walking) via video games. However, little is known about whether individuals who endorse specific gaming motivations are more likely to derive health benefits from gaming. Building upon previous studies on gamification of health behaviors, we examined whether specific gaming motives (e.g., potential health benefits) influenced Pokémon GO gaming time and gaming health outcomes, a phenomenon we termed The Pikachu Effect. We introduced health motivation as a novel component among previously established gaming motives, which reflects the ongoing gameplay transformation and increased health potential of modern games. Volunteers (N = 444) completed two measurements of Pokémon GO motivations, gaming time, physical activity, and time spent outdoors within a 6 week interval. The results supported the Pikachu effect hypothesis as health motivation and social motivation were related to health outcomes. Furthermore, we replicated previous findings indicating that individuals who spent more time playing Pokémon GO were more physical active. We also evidenced a new Pokémon GO playing behavioral benefit, i.e., increased time spent outdoors among more active players. We explored meaningful individual differences; for example, men played more and derived more benefits from Pokémon GO. These findings suggest that health motivation operates in parallel with previously identified main motives for gaming. Accounting for motivation is essential for a more accurate prediction of gaming time and gaming-related health behaviors.
Games For Upper-limb Stroke Rehabilitation (Seminar)James Burke
A one hour seminar I gave at my university (University of Ulster) in February 2010. It looks at how video games can be applied to stroke rehabilitation and showcases some work we have conducted in the field, including some webcam games.
The Pikachu Effect: Social and Health Gaming Motivations Lead to Greater Bene...Maciej Behnke
Several studies provided evidence for the effectiveness of gamification of health behaviors (e.g., exercising or walking) via video games. However, little is known about whether individuals who endorse specific gaming motivations are more likely to derive health benefits from gaming. Building upon previous studies on gamification of health behaviors, we examined whether specific gaming motives (e.g., potential health benefits) influenced Pokémon GO gaming time and gaming health outcomes, a phenomenon we termed The Pikachu Effect. We introduced health motivation as a novel component among previously established gaming motives, which reflects the ongoing gameplay transformation and increased health potential of modern games. Volunteers (N = 444) completed two measurements of Pokémon GO motivations, gaming time, physical activity, and time spent outdoors within a 6 week interval. The results supported the Pikachu effect hypothesis as health motivation and social motivation were related to health outcomes. Furthermore, we replicated previous findings indicating that individuals who spent more time playing Pokémon GO were more physical active. We also evidenced a new Pokémon GO playing behavioral benefit, i.e., increased time spent outdoors among more active players. We explored meaningful individual differences; for example, men played more and derived more benefits from Pokémon GO. These findings suggest that health motivation operates in parallel with previously identified main motives for gaming. Accounting for motivation is essential for a more accurate prediction of gaming time and gaming-related health behaviors.
Games For Upper-limb Stroke Rehabilitation (Seminar)James Burke
A one hour seminar I gave at my university (University of Ulster) in February 2010. It looks at how video games can be applied to stroke rehabilitation and showcases some work we have conducted in the field, including some webcam games.
Technology & Games For Stroke RehabilitationJames Burke
A short presentation provided for a talk with the young members of IET (The Institution of Engineering and Technology) in Belfast.
The talk mainly focused on our current work with webcam games (background had been covered by a colleague in a previous presentation), as well as the Wii remote, which members of the IET had shown interest in.
Earlier this year, researchers behind a study in Archives of Neurology say they had a found a link between “brain-stimulating activities” and levels of protein thought to cause Alzheimer’s disease. Showcased in the presentation are the results of two previous studies that seem to indicate an increase in cognitive processing as well. The following presentation walks the learner through a better understanding of the physical systems in the brain that are most affected by learning. Associated with each system is a glimpse of the games that were developed by educational game developers to stimulate brain activity. Towards the end of the presentation, there is a surprise twist! It turns out that there may be a more effective and even simpler way to increase cognitive processing. Can you guess what it is?
For fun, try out a few games for yourself at: http://www.lumosity.com/
You can also visit my learning blog at: http://arupert.wordpress.com/2012/05/18/561/
Archives of Neurology reference:
http://abcnews.go.com/blogs/health/2012/01/23/brain-games-may-help-thwart-alzheimers-study/
What can Game Transfer Phenomena tell us about the impact of highly immersive...Karel Van Isacker
What can Game Transfer Phenomena tell us about the impact of highly immersive gaming technologies? (Angelica B. Ortiz De Gortari)
Interactive Technologies and Games (ITAG) Conference 2015
Health, Disability and EducationDates: Thursday 22 October 2015 - Friday 23 October 2015 Location: The Council House, NG1 2DT
Review of scientific literature about rehabilitation using wii. Rehabilitación utilizando la consola Wii, revisión de literatura científica. RehaWiilitación.
Developed a marketing plan for Nintendo's fading Wii U game console. Our assignment was to develop a plan to re-invigorate the product and return it to growth. The purpose of the project was to take an existing product and change the strategy so it is more relevant, more appealing, more popular, and more profitable than it currently is.
Technology & Games For Stroke RehabilitationJames Burke
A short presentation provided for a talk with the young members of IET (The Institution of Engineering and Technology) in Belfast.
The talk mainly focused on our current work with webcam games (background had been covered by a colleague in a previous presentation), as well as the Wii remote, which members of the IET had shown interest in.
Earlier this year, researchers behind a study in Archives of Neurology say they had a found a link between “brain-stimulating activities” and levels of protein thought to cause Alzheimer’s disease. Showcased in the presentation are the results of two previous studies that seem to indicate an increase in cognitive processing as well. The following presentation walks the learner through a better understanding of the physical systems in the brain that are most affected by learning. Associated with each system is a glimpse of the games that were developed by educational game developers to stimulate brain activity. Towards the end of the presentation, there is a surprise twist! It turns out that there may be a more effective and even simpler way to increase cognitive processing. Can you guess what it is?
For fun, try out a few games for yourself at: http://www.lumosity.com/
You can also visit my learning blog at: http://arupert.wordpress.com/2012/05/18/561/
Archives of Neurology reference:
http://abcnews.go.com/blogs/health/2012/01/23/brain-games-may-help-thwart-alzheimers-study/
What can Game Transfer Phenomena tell us about the impact of highly immersive...Karel Van Isacker
What can Game Transfer Phenomena tell us about the impact of highly immersive gaming technologies? (Angelica B. Ortiz De Gortari)
Interactive Technologies and Games (ITAG) Conference 2015
Health, Disability and EducationDates: Thursday 22 October 2015 - Friday 23 October 2015 Location: The Council House, NG1 2DT
Review of scientific literature about rehabilitation using wii. Rehabilitación utilizando la consola Wii, revisión de literatura científica. RehaWiilitación.
Developed a marketing plan for Nintendo's fading Wii U game console. Our assignment was to develop a plan to re-invigorate the product and return it to growth. The purpose of the project was to take an existing product and change the strategy so it is more relevant, more appealing, more popular, and more profitable than it currently is.
Towards a successful implementation of game mechanics (gamification) in e-hea...Maged N. Kamel Boulos
Cite as: Kamel Boulos MN. Towards a successful implementation of game mechanics (gamification) in e-health interventions (updated: 09//2015). In: Baptista TM, Kamel Boulos MN, Rodrigues FM, Rocha A. E-Health, psychology and medicine: the future of a close cooperation (invited symposium). In: Proceedings of the 14th European Congress of Psychology, Milan, Italy, 7-10 July 2015. URL: http://www.ecp2015.it/scientific-program/invited-symposia/ - WebCite cache: http://www.webcitation.org/6YIHINbi0
Evaluating the Microsoft Kinect for use in Upper Extremity Rehabilitation Following Stroke as a Commercial off the Shelf Gaming System. The Therapist’s Perspective by Luke Shires, David Brown, Nasser Sherkat, James Lewis and Penny Standen
Using Unity to Create Teaching Tools, for Teaching Academically and Clinicall...Karel Van Isacker
Using Unity to Create Teaching Tools, for Teaching Academically and Clinically within Occupational Therapy (Greg Sutton, Kate Threapleton, Karen Newberry and Pauline Rowe)
Interactive Technologies and Games (ITAG) Conference 2015
Health, Disability and EducationDates: Thursday 22 October 2015 - Friday 23 October 2015 Location: The Council House, NG1 2DT
NeuroVR: Open Source VR toolkit for Behavioral Healthcare and RehabilitationRiva Giuseppe
NeuroVR is a cost-free virtual reality platform based on open-source software. It allows non-expert users to easily modify a virtual world, to best suit the needs of a clinical setting.
The Gram stain is a fundamental technique in microbiology used to classify bacteria based on their cell wall structure. It provides a quick and simple method to distinguish between Gram-positive and Gram-negative bacteria, which have different susceptibilities to antibiotics
Ozempic: Preoperative Management of Patients on GLP-1 Receptor Agonists Saeid Safari
Preoperative Management of Patients on GLP-1 Receptor Agonists like Ozempic and Semiglutide
ASA GUIDELINE
NYSORA Guideline
2 Case Reports of Gastric Ultrasound
Title: Sense of Smell
Presenter: Dr. Faiza, Assistant Professor of Physiology
Qualifications:
MBBS (Best Graduate, AIMC Lahore)
FCPS Physiology
ICMT, CHPE, DHPE (STMU)
MPH (GC University, Faisalabad)
MBA (Virtual University of Pakistan)
Learning Objectives:
Describe the primary categories of smells and the concept of odor blindness.
Explain the structure and location of the olfactory membrane and mucosa, including the types and roles of cells involved in olfaction.
Describe the pathway and mechanisms of olfactory signal transmission from the olfactory receptors to the brain.
Illustrate the biochemical cascade triggered by odorant binding to olfactory receptors, including the role of G-proteins and second messengers in generating an action potential.
Identify different types of olfactory disorders such as anosmia, hyposmia, hyperosmia, and dysosmia, including their potential causes.
Key Topics:
Olfactory Genes:
3% of the human genome accounts for olfactory genes.
400 genes for odorant receptors.
Olfactory Membrane:
Located in the superior part of the nasal cavity.
Medially: Folds downward along the superior septum.
Laterally: Folds over the superior turbinate and upper surface of the middle turbinate.
Total surface area: 5-10 square centimeters.
Olfactory Mucosa:
Olfactory Cells: Bipolar nerve cells derived from the CNS (100 million), with 4-25 olfactory cilia per cell.
Sustentacular Cells: Produce mucus and maintain ionic and molecular environment.
Basal Cells: Replace worn-out olfactory cells with an average lifespan of 1-2 months.
Bowman’s Gland: Secretes mucus.
Stimulation of Olfactory Cells:
Odorant dissolves in mucus and attaches to receptors on olfactory cilia.
Involves a cascade effect through G-proteins and second messengers, leading to depolarization and action potential generation in the olfactory nerve.
Quality of a Good Odorant:
Small (3-20 Carbon atoms), volatile, water-soluble, and lipid-soluble.
Facilitated by odorant-binding proteins in mucus.
Membrane Potential and Action Potential:
Resting membrane potential: -55mV.
Action potential frequency in the olfactory nerve increases with odorant strength.
Adaptation Towards the Sense of Smell:
Rapid adaptation within the first second, with further slow adaptation.
Psychological adaptation greater than receptor adaptation, involving feedback inhibition from the central nervous system.
Primary Sensations of Smell:
Camphoraceous, Musky, Floral, Pepperminty, Ethereal, Pungent, Putrid.
Odor Detection Threshold:
Examples: Hydrogen sulfide (0.0005 ppm), Methyl-mercaptan (0.002 ppm).
Some toxic substances are odorless at lethal concentrations.
Characteristics of Smell:
Odor blindness for single substances due to lack of appropriate receptor protein.
Behavioral and emotional influences of smell.
Transmission of Olfactory Signals:
From olfactory cells to glomeruli in the olfactory bulb, involving lateral inhibition.
Primitive, less old, and new olfactory systems with different path
Basavarajeeyam is a Sreshta Sangraha grantha (Compiled book ), written by Neelkanta kotturu Basavaraja Virachita. It contains 25 Prakaranas, First 24 Chapters related to Rogas& 25th to Rasadravyas.
TEST BANK for Operations Management, 14th Edition by William J. Stevenson, Ve...kevinkariuki227
TEST BANK for Operations Management, 14th Edition by William J. Stevenson, Verified Chapters 1 - 19, Complete Newest Version.pdf
TEST BANK for Operations Management, 14th Edition by William J. Stevenson, Verified Chapters 1 - 19, Complete Newest Version.pdf
Tom Selleck Health: A Comprehensive Look at the Iconic Actor’s Wellness Journeygreendigital
Tom Selleck, an enduring figure in Hollywood. has captivated audiences for decades with his rugged charm, iconic moustache. and memorable roles in television and film. From his breakout role as Thomas Magnum in Magnum P.I. to his current portrayal of Frank Reagan in Blue Bloods. Selleck's career has spanned over 50 years. But beyond his professional achievements. fans have often been curious about Tom Selleck Health. especially as he has aged in the public eye.
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Introduction
Many have been interested in Tom Selleck health. not only because of his enduring presence on screen but also because of the challenges. and lifestyle choices he has faced and made over the years. This article delves into the various aspects of Tom Selleck health. exploring his fitness regimen, diet, mental health. and the challenges he has encountered as he ages. We'll look at how he maintains his well-being. the health issues he has faced, and his approach to ageing .
Early Life and Career
Childhood and Athletic Beginnings
Tom Selleck was born on January 29, 1945, in Detroit, Michigan, and grew up in Sherman Oaks, California. From an early age, he was involved in sports, particularly basketball. which played a significant role in his physical development. His athletic pursuits continued into college. where he attended the University of Southern California (USC) on a basketball scholarship. This early involvement in sports laid a strong foundation for his physical health and disciplined lifestyle.
Transition to Acting
Selleck's transition from an athlete to an actor came with its physical demands. His first significant role in "Magnum P.I." required him to perform various stunts and maintain a fit appearance. This role, which he played from 1980 to 1988. necessitated a rigorous fitness routine to meet the show's demands. setting the stage for his long-term commitment to health and wellness.
Fitness Regimen
Workout Routine
Tom Selleck health and fitness regimen has evolved. adapting to his changing roles and age. During his "Magnum, P.I." days. Selleck's workouts were intense and focused on building and maintaining muscle mass. His routine included weightlifting, cardiovascular exercises. and specific training for the stunts he performed on the show.
Selleck adjusted his fitness routine as he aged to suit his body's needs. Today, his workouts focus on maintaining flexibility, strength, and cardiovascular health. He incorporates low-impact exercises such as swimming, walking, and light weightlifting. This balanced approach helps him stay fit without putting undue strain on his joints and muscles.
Importance of Flexibility and Mobility
In recent years, Selleck has emphasized the importance of flexibility and mobility in his fitness regimen. Understanding the natural decline in muscle mass and joint flexibility with age. he includes stretching and yoga in his routine. These practices help prevent injuries, improve posture, and maintain mobilit
Basavarajeeyam is an important text for ayurvedic physician belonging to andhra pradehs. It is a popular compendium in various parts of our country as well as in andhra pradesh. The content of the text was presented in sanskrit and telugu language (Bilingual). One of the most famous book in ayurvedic pharmaceutics and therapeutics. This book contains 25 chapters called as prakaranas. Many rasaoushadis were explained, pioneer of dhatu druti, nadi pareeksha, mutra pareeksha etc. Belongs to the period of 15-16 century. New diseases like upadamsha, phiranga rogas are explained.
Lung Cancer: Artificial Intelligence, Synergetics, Complex System Analysis, S...Oleg Kshivets
RESULTS: Overall life span (LS) was 2252.1±1742.5 days and cumulative 5-year survival (5YS) reached 73.2%, 10 years – 64.8%, 20 years – 42.5%. 513 LCP lived more than 5 years (LS=3124.6±1525.6 days), 148 LCP – more than 10 years (LS=5054.4±1504.1 days).199 LCP died because of LC (LS=562.7±374.5 days). 5YS of LCP after bi/lobectomies was significantly superior in comparison with LCP after pneumonectomies (78.1% vs.63.7%, P=0.00001 by log-rank test). AT significantly improved 5YS (66.3% vs. 34.8%) (P=0.00000 by log-rank test) only for LCP with N1-2. Cox modeling displayed that 5YS of LCP significantly depended on: phase transition (PT) early-invasive LC in terms of synergetics, PT N0—N12, cell ratio factors (ratio between cancer cells- CC and blood cells subpopulations), G1-3, histology, glucose, AT, blood cell circuit, prothrombin index, heparin tolerance, recalcification time (P=0.000-0.038). Neural networks, genetic algorithm selection and bootstrap simulation revealed relationships between 5YS and PT early-invasive LC (rank=1), PT N0—N12 (rank=2), thrombocytes/CC (3), erythrocytes/CC (4), eosinophils/CC (5), healthy cells/CC (6), lymphocytes/CC (7), segmented neutrophils/CC (8), stick neutrophils/CC (9), monocytes/CC (10); leucocytes/CC (11). Correct prediction of 5YS was 100% by neural networks computing (area under ROC curve=1.0; error=0.0).
CONCLUSIONS: 5YS of LCP after radical procedures significantly depended on: 1) PT early-invasive cancer; 2) PT N0--N12; 3) cell ratio factors; 4) blood cell circuit; 5) biochemical factors; 6) hemostasis system; 7) AT; 8) LC characteristics; 9) LC cell dynamics; 10) surgery type: lobectomy/pneumonectomy; 11) anthropometric data. Optimal diagnosis and treatment strategies for LC are: 1) screening and early detection of LC; 2) availability of experienced thoracic surgeons because of complexity of radical procedures; 3) aggressive en block surgery and adequate lymph node dissection for completeness; 4) precise prediction; 5) adjuvant chemoimmunoradiotherapy for LCP with unfavorable prognosis.
Explore natural remedies for syphilis treatment in Singapore. Discover alternative therapies, herbal remedies, and lifestyle changes that may complement conventional treatments. Learn about holistic approaches to managing syphilis symptoms and supporting overall health.
micro teaching on communication m.sc nursing.pdfAnurag Sharma
Microteaching is a unique model of practice teaching. It is a viable instrument for the. desired change in the teaching behavior or the behavior potential which, in specified types of real. classroom situations, tends to facilitate the achievement of specified types of objectives.
Adv. biopharm. APPLICATION OF PHARMACOKINETICS : TARGETED DRUG DELIVERY SYSTEMSAkankshaAshtankar
MIP 201T & MPH 202T
ADVANCED BIOPHARMACEUTICS & PHARMACOKINETICS : UNIT 5
APPLICATION OF PHARMACOKINETICS : TARGETED DRUG DELIVERY SYSTEMS By - AKANKSHA ASHTANKAR
- Video recording of this lecture in English language: https://youtu.be/lK81BzxMqdo
- Video recording of this lecture in Arabic language: https://youtu.be/Ve4P0COk9OI
- Link to download the book free: https://nephrotube.blogspot.com/p/nephrotube-nephrology-books.html
- Link to NephroTube website: www.NephroTube.com
- Link to NephroTube social media accounts: https://nephrotube.blogspot.com/p/join-nephrotube-on-social-media.html
Pharma Pcd Franchise in Jharkhand - Yodley Lifesciences
Darnall Wii Hab Feb 2010
1. Augmenting therapy utilizing the Nintendo Wii™ Mr. Steven P Miller Jr. http://www.google.com/ The RehabCare Group http://www.bayraider.tv/2007/02/nintendo_rehabi.html
2. Agenda Purpose Video Games Therapeutic Activities Goals Beginnings of a Wii™ program Physiological Changes Gender Differences Psychological & Behavior Outcomes Available Resources http://www.wiiwii.tv/2008/02/25/calling-dr-nintendo-wii-used-in-burn-therapy/ http://dvice.com/archives/2009/04/nintendo-wii-pa.php
3. Purpose Awareness of Wii in therapy Provide evidence Received 70+ surveys in 2009 Get Input for future work http://www.8bitreview.com/blog/8bitrants.php?cat=7 http://www.hospitalnews.com/modules/magazines/mag.asp?ID=3&IID=128&AID=1647
4. Video games currently used in rehabilitation clinics Wii Sports™[1, 8, 9, 10, 12, 13, 14, 15, 16, 19, 21, 24, 25, 27, 28, 29, 31, 62] Tennis Bowling Boxing Golf (rare) Wii Fit™[1, 3, 8, 10, 12, 13, 14, 23, 27, 28, 30, 61, 62] Table tilt Bubble balance Tightrope tension Torso & waist twist Hula hoop game Ski slalom Ski jump Jogging We Ski & Snowboard™ [28] Wii Music™[28, 62] Link’s Crossbow Training™ [28] Blazing Angels™ [28] Shaun White: Snowboarding Road Trip™[28] Smarty Pants™[12] Big Beach Sports™[12] Wii Fit Plus™[28] Kororinpa: Marble Mania™[28] BOOM BLOX™[27] Mario & Sonic at the Olympic Games™[8, 13, 28] Wii Play™[8, 15, 19, 52, 62] Wii Sports Resort™[28] DECA Sports™ (a.k.a. Sports Island)[12, 28] EA SPORTS Active™[28] Samba De Amigo™[28] Carnival Games™[12, 28] Cooking Mama: Cook Off™[19, 28] WarioWare: Smooth Moves™[28] Big Brain Academy: Wii Degree™[19, 24, 28] SSX Blur™[28] We Ski™ (a.k.a. Family Ski)[28] Rayman Raving Rabbids 2™ [28] Trauma Center: Second Opinion™ [28] Trauma Center: New Blood™[19] Super Monkey Ball Banana Blitz[12] Are You Smarter Than A 5th Grader? Make the Grade™ [12] Cranium Kabookii™[12] Game Party 2™[8] Mario Kart Wii™[62] All images from Nintendo.com
5. Additional Gamesmention in my research Tiger Woods PGA Tour 08 Mario Party 8 Mario Kart Wii Nerf-N-Strike Karaoke Revolution Presents American Idol Encore All images from Nintendo.com
7. Therapeutic Activities (2 of 3) Physical Movement[18, 21] Motor planning/ body awareness [2, 9, 13] Stretching [12, 13] Endurance training [2, 5, 10, 12, 19, 24] Strengthening training [8, 10, 13, 14, 24, 28, 29] Functional movement & exercise[8, 14, 19] “Using Nintendo Wii in Therapy” by Liza Jochem http://blog.cleveland.com/lifestyles/2008/06/wii_fit_nintendo_game_makes_ph.html http://www.heraldtimesonline.com/
8. Therapeutic Activities (3 of 3) Cognitive Training:[5, 19, 24] Timing [14, 23] Following directions [19] Visual-perceptual skills [9,19] Listening [19] “Virtual rehabilitation with video games: A new frontier for occupational therapy” by Jonathan Halton “A Wii spot of fun” by Tim Dixon
12. Others Maintain Midline, erect sitting/standing posture for a period of time Reduce Feelings of helplessness [16] Isolation Stress http://www.zimbio.com/pictures/ujDTGDY4YZS/Medical+Center+Uses+Wii+Gaming+System+Physical/2w1-_rUL4xu
13. Precautions “…Wii was not designed to be used for persons with physical or mental disabilities, so practitioners need to be alert for negative feedback and its effect on their clients.” [19] “Patients not recommended for Wii therapy are those who are not medically stable, have violent tendencies, or throw things.” [15] Images were from http://www.google.com/
14. Setting Up a Wii program http://www.8bitreview.com/blog/8bitrants.php?cat=7 Wii™ should augment/enhanced a patient’s therapeutic treatment not replaced it[24]
15. Starting a Wii™ Program Select individuals as Wii™ techs [15] Create a multidisciplinary team to determine which patients would benefit from Wii™ [15] http://www.google.com http://www.google.com http://www.newenglandsinai.org/press_releases/nr_wii_fit.html
16. Wii™ Work Environment Utilize CRDAMC’s occupational health clinic OSHA 3092: Working Safely with Video Display Terminals (VDT)http://www.osha.gov/ “To be safe, the environment needs to be arranged to accommodate the type of games being played.” [19] Images were from http://www.osha.gov/
17. Setting up & Configuring the Wii™ Connects to more that just TV Projectors & computers Surf the Internet Can be used as an adaptive device Can add a wireless keyboard You can adjust its sensitivity Sensor bar through Wii Settings Reference: http://www.nintendo.com/ Other images were from Nintendo.com http://www.jabulela.com/miscellaneous/twenty-most-visited-web-sites-2008
19. Optional Equipment Exercise ball http://www.wiifitforum.org/video-wii-hab-pelvic-clock-for-low-back-pain-t521.html Thera-tubing/thera-band http://www.hope.edu/academic/kinesiology/athtrain/dlssm/docs/Wiihab.ppt Images were from Google
20. Wii™ Safety Safety First! Gait belts[23, 29] “Therapist monitoring is essential for client safety.” [18] Patients should be assessed for adequate physical and mental abilities prior Aggression scale [15] “Those who become more aggressive after a game may need to change games or removed from the [Wii] program.” [15] Images were from Google
22. Recommended Practices Warm-up before use [4] Length of sessions Start at 10 mins[3] 30 - 45 mins[3, 4] most people 20 - 30 mins[3, 4] Not regularly exercise http://www.mlive.com/entertainment/index.ssf/2008/08/03-week/ http://www.gearfuse.com/anatowii-the-anatomy-of-a-console/
23. Documentation Tips “The response of the patient should be reflected in functional terms and not related to fun or recreational activities.” “The documentation should not indicate the use of the Wii™ as a treatment device but the outcome of coordination, balance, etc.” CPT Codes: 97110 (Therapeutic Procedures) 97112 (Neuromuscular Re-education) 97150 (Group Therapy) 97530 (Therapeutic Activities) Reference: “Wii habilitation, using Wii Sports in rehabilitation.” by RehabCare Group, Inc. http://www.wiinoob.com/anatowii-nintendo-wii-design/
24. Reported Physiological Responses (1 of 2) Increased oxygen consumption (VO2 max) [37] Increased energy expenditure (Jkg-1 min-1 or METS) [31, 32, 33, 34, 36] Increased heart rate (beats min-1)[31, 34] Greater caloric expenditure[38] Greater total body activity[34] Especially, the upper limb The game effects amount of activity in non-dominant limb [34] 3/10/2010 Images from http://www.google.com/
25. Reported Physiological Responses (2 of 2) Level of exertion does not differ between playing against a human or computer opponent [35, 37] Impacted by player’s motivation[53] “Relaxing” vs. “Achieving” Impacted by player’s strategy[53] “Game” vs. “Simulation” Impacted by player’s level of enthusiasm From flicking of wrist to fully body movement [28] 3/10/2010 Images were from http://www.google.com/
26. Reported Gender differences Gender plays a role in video game performance Heart rates were significantly higher in females[37] Energy expenditure were significantly higher in males for WiiSports™: Tennis. [32, 33] Males have better navigation 3D environment skills and spatial abilities than females. [48] Images from http://www.google.com/
27. Psychological & Behavioral Responses It is speculated that gamers’ behavior changes as they gain expertise in a game Changing moods & motivations [53] Decreased snacking behavior Compared to Xbox[46, 47] “Some [patients] report that as their focus turned to the game, there was a less negative focus on the affected limb. [18] Intervention for pain management and behavior problems? 3/10/2010 http://www.google.com/
28. Sources on the Web LinkedIn Group “Wii-hab” http://www.linkedin.com/ Twitter http://www.twitter.com/wii_hab Blog http://wiihabtherapy.blogspot.com/ Websites http://virtualsimrehab.com/ http://www.wiihabilitation.co.uk/
29. Resources linking Wii activities to therapeutic goals Deutsch, J. E., Borbely, M., Filler, J., Huhn, K., & Guarrera-Bowlby, P. (2008, October). Use of a low-cost, commercially available gaming console (Wii) for rehabilitation of an adolescent with cerebral palsy. Physical Therapy, 88(10), 1196-1207. Alexandria, VA: The American Physical Therapy Association. Look at its appendix Redmond, R. (2009). Wii Games used in WiiHabilitation Therapy. WiiHab within Therapy [Website]. http://www.wiihabilitation.co.uk/ Click on the games summary page Briggs, K. & Kappenman, W. (2009). Serious gaming instructions and therapeutic applications for the Nintendo Wii. Innovations in VirtualSim Rehab [Website]. http://www.virtualsimrehab.com/publications_wii.html Click on “Wii Therapeutic Applications” link RehabCare Group, Inc. (2008, March 11). Wiihabilitation: using WiiSports in rehabilitation [Brochure]. St. Louis, MO: RehabCare Group, Inc. Enam, N., & Turner, D. (2009, June 22). Nintendo Wii as a modality in TBI rehabilitation. Carlisle, PA: Brain Injury Association of Pennsylvania, Inc. http://www.biapa.org/atf/cf/%7BE07F6363-A589-41AA-B9C1-990FEE288F44%7D/Nintendo.pdf
Editor's Notes
Add documentation usage/progress/changes here and change the last bullet on previous slide
OSHA 3092 is available at http://www.osha.gov/Publications/osha3092.pdf Note: The rehabilitation professional and the patient will have “sight picture” of the screen. You adjust to the patient’s liking and not your own. The patient is the one with the disability and not you.
EDTV – Enhanced-definition TVHelp available at http://www.nintendo.com/consumer/systems/wii/en_na/index.jsp
This image is from “Use of the Wii Fit system for the treatment of balance problems in the elderly: A feasibility study.” by Heidi Sugarman, PT, PhD, Aviva Weisel-Eichler, PhD, Arie Burstin BPT, & Riki Brown, PT, MSc.The images of the patients using the thera-tube or thera-band are from the Hope College Lecture “Use of Video gaming in rehab” by Darryl P Conway & Kala Flagg.
Significant greater activity using the Nintendo Wii™ when compared to using the Microsoft Xbox™. The Wii™ nunchuk controller was the device held in the non-dominant limb. Significantly greater energy expenditure using the Nintendo Wii™ when compared to the Microsoft Xbox™. A greater caloric expenditure in the Nintendo Wii™ compared to Microsoft Xbox™.
Achieving refers to the player’s tragedy to make the most points and have fun. Relaxing refers to the player’s tragedy to experience a sport situation for mental relaxation or sport mental training. Relaxing refers to simulation while Achieving refers to normal game play. Level of enthusiasm is from “Physiological Responses while playing Nintendo Wii Sports™”
The speculation is from “Motivations, Strategies, and Movement Patterns of Video Gamers Playing Nintendo Wii Boxing.”The whole idea that the game can be used to create a social event came from “Motivations, Strategies, and Movement Patterns of Video Gamers Playing Nintendo Wii Boxing.” The decreased snacking behavior as compared with the Microsoft Xbox™. This is from “Effects of video game play on snacking behavior, caloric burn, and physiology: Nintendo Wii vs. Microsoft X-box.”The higher heart rate was found in “the contribution of upper limb and total body movement to adolescents’ energy expenditure whilst playing Nintendo Wii™”. This increase is assumed to be cause by a lower volume of game play per week compared to males. The increased energy expenditure was observed in “energy expenditure in adolescents playing new generation computer games.” This increased is assumed to be cause by an enhanced interactive effects of active gaming in males and other additional advantages. The better spatial abilities and navigation is based on a study “Sex Differences in Nintendo Wii Performance as expected from Hunter-Gatherer selection.” Positive group interaction between patients was from “Virtual Rehabilitation with video games: A new frontier for occupational therapy.” The reducing of helplessness came from “Doing WiiHab” study.
Rebecca Redmond MSc BSc MC SP is a fully qualified state registered physiotherapist and a member of the Chartered Society of Physiotherapy. Her website is http://www.rebeccathephysio.co.uk/ .Kimberly Briggs OTR/L, CDRS is a certified driver rehabilitation specialist. Wendy Kappenman MOT, OTR/L is also a vestibular Therapist.