Objective To use Nintendo's Wii Fit balance board to determine the effectiveness of exergaming training in reducing risk and incidence of falls in older adults with a history of falls. Design Randomized controlled trial. Setting Nursing home for older adults. Participants Adults aged 65 years and older (N=60). Interventions Participants who lived in a nursing home had 6 weeks of balance training with either Wii Fit equipment or conventional exercise. Main Outcome Measures Physiological Profile Assessment scores and incidence of falls were observed with subsequent intention-to-treat statistical analyses. Results Physiological Profile Assessment scores and incidence of falls improved significantly in both groups after the intervention (all
The purpose of this study was to examine whether Interactive Video Game (IVG) training is an effecti...
Introduction: Age related deterioration in postural control and balance are associated with an incre...
The purpose of this study was to examine whether Interactive Video Game (IVG) training is an effecti...
This study was conducted to determine the relative effect of fall prevention community-based educati...
Ageing is associated with a decrease in the functionality of all organic systems. One factor that af...
The aim of this study was to determine if the Nintendo® Wii Fit™ was an effective and motivating mod...
The aim of this study was to determine if the Nintendo ® Wii Fit ™ was an effective and motivating m...
This study was conducted to determine the relative effect of fall prevention community-based educati...
Falls are the most frequent source of injury and one of the most common reasons for hospitalization ...
The aim of this study was to determine if the Nintendo℗ʼ Wii Fit TM was an effective and motivati...
Training balance and promoting physical activities in the elderly can contribute to fall-prevention....
Background/Objectives. Balance problems are well-established modifiable risk factors for falls, whic...
Balance training using gaming systems, called exergaming, is a rising trend for reducing fall risk i...
Background and purpose: Numerous interventions have been proposed to improve balance in older adults...
Researchers have estimated that more than 1/3 of older adults 65 and older fall each year in the U.S...
The purpose of this study was to examine whether Interactive Video Game (IVG) training is an effecti...
Introduction: Age related deterioration in postural control and balance are associated with an incre...
The purpose of this study was to examine whether Interactive Video Game (IVG) training is an effecti...
This study was conducted to determine the relative effect of fall prevention community-based educati...
Ageing is associated with a decrease in the functionality of all organic systems. One factor that af...
The aim of this study was to determine if the Nintendo® Wii Fit™ was an effective and motivating mod...
The aim of this study was to determine if the Nintendo ® Wii Fit ™ was an effective and motivating m...
This study was conducted to determine the relative effect of fall prevention community-based educati...
Falls are the most frequent source of injury and one of the most common reasons for hospitalization ...
The aim of this study was to determine if the Nintendo℗ʼ Wii Fit TM was an effective and motivati...
Training balance and promoting physical activities in the elderly can contribute to fall-prevention....
Background/Objectives. Balance problems are well-established modifiable risk factors for falls, whic...
Balance training using gaming systems, called exergaming, is a rising trend for reducing fall risk i...
Background and purpose: Numerous interventions have been proposed to improve balance in older adults...
Researchers have estimated that more than 1/3 of older adults 65 and older fall each year in the U.S...
The purpose of this study was to examine whether Interactive Video Game (IVG) training is an effecti...
Introduction: Age related deterioration in postural control and balance are associated with an incre...
The purpose of this study was to examine whether Interactive Video Game (IVG) training is an effecti...