Which of these games are in your clinic?
Xbox 360 Kinect,
PlayStation 3
Nintendo Wii .
http://www.shalomlife.com/health/19732/israeli-researchers-video-games-are-effective-for-stroke-rehabilitation/
Use the labels in the right column to find what you want. Or you can go thru them one by one, there are only 30,021 posts. Searching is done in the search box in upper left corner. I blog on anything to do with stroke. DO NOT DO ANYTHING SUGGESTED HERE AS I AM NOT MEDICALLY TRAINED, YOUR DOCTOR IS, LISTEN TO THEM. BUT I BET THEY DON'T KNOW HOW TO GET YOU 100% RECOVERED. I DON'T EITHER BUT HAVE PLENTY OF QUESTIONS FOR YOUR DOCTOR TO ANSWER.
Changing stroke rehab and research worldwide now.Time is Brain! trillions and trillions of neurons that DIE each day because there are NO effective hyperacute therapies besides tPA(only 12% effective). I have 523 posts on hyperacute therapy, enough for researchers to spend decades proving them out. These are my personal ideas and blog on stroke rehabilitation and stroke research. Do not attempt any of these without checking with your medical provider. Unless you join me in agitating, when you need these therapies they won't be there.
What this blog is for:
My blog is not to help survivors recover, it is to have the 10 million yearly stroke survivors light fires underneath their doctors, stroke hospitals and stroke researchers to get stroke solved. 100% recovery. The stroke medical world is completely failing at that goal, they don't even have it as a goal. Shortly after getting out of the hospital and getting NO information on the process or protocols of stroke rehabilitation and recovery I started searching on the internet and found that no other survivor received useful information. This is an attempt to cover all stroke rehabilitation information that should be readily available to survivors so they can talk with informed knowledge to their medical staff. It lays out what needs to be done to get stroke survivors closer to 100% recovery. It's quite disgusting that this information is not available from every stroke association and doctors group.
Showing posts with label nintendo. Show all posts
Showing posts with label nintendo. Show all posts
Wednesday, July 3, 2013
Saturday, March 2, 2013
Feasibility and Efficacy of the Nintendo Wii Gaming System to Improve Balance Performance Post-Stroke: Protocol of a Phase II Randomized Controlled Trial in an Inpatient Rehabilitation Setting
You have to get your doctor/therapist to get the protocol associated with this device. If they were any good they would already be following this clinical trial and be in contact with the researchers.
http://online.liebertpub.com/doi/abs/10.1089/g4h.2012.0069
http://online.liebertpub.com/doi/abs/10.1089/g4h.2012.0069
ABSTRACT
Objective: Balance deficits following stroke are common and debilitating. Commercially available gaming systems, such as the Nintendo®
(Kyoto, Japan) Wii™, have been widely adopted clinically; however,
there is limited evidence supporting their feasibility and efficacy for
improving balance performance following stroke. The aim of this trial is
to investigate the clinical feasibility and efficacy of using the
Nintendo Wii gaming system as an adjunct to standard care to improve
balance performance following stroke in an inpatient rehabilitation
setting.
Subjects and Methods: Thirty participants undergoing inpatient stroke rehabilitation will be recruited into this Phase II, single-blind, randomized controlled trial. Participants will be allocated into a Balance or Upper Limb Group, and both groups will perform activities using the Nintendo Wii in addition to their standard care. Participants will attend three 45-minute sessions per week, for a minimum of 2 and a maximum of 4 weeks.
Results: The main focus of the study is to investigate the feasibility of the intervention protocol. This will be evaluated through recruitment, retention, adherence, acceptability, and safety. The Step Test and Functional Reach Test will be the primary efficacy outcomes. Secondary outcomes will include force platform, mobility, and upper limb measures. Assessments will occur at baseline, 2 weeks, and 4 weeks after study entry.
Subjects and Methods: Thirty participants undergoing inpatient stroke rehabilitation will be recruited into this Phase II, single-blind, randomized controlled trial. Participants will be allocated into a Balance or Upper Limb Group, and both groups will perform activities using the Nintendo Wii in addition to their standard care. Participants will attend three 45-minute sessions per week, for a minimum of 2 and a maximum of 4 weeks.
Results: The main focus of the study is to investigate the feasibility of the intervention protocol. This will be evaluated through recruitment, retention, adherence, acceptability, and safety. The Step Test and Functional Reach Test will be the primary efficacy outcomes. Secondary outcomes will include force platform, mobility, and upper limb measures. Assessments will occur at baseline, 2 weeks, and 4 weeks after study entry.
Discussion: To the authors'
knowledge, this will be the largest randomized clinical trial to
investigate the feasibility and efficacy of the Nintendo Wii gaming
system for improving balance performance in a stroke population. The
results will inform the design of a Phase III multicenter trial.
Thursday, January 24, 2013
Clinical Feasibility of Interactive Commercial Nintendo Gaming for Chronic Stroke Rehabilitation
No self-prescribing, you know your doctor needs to ok all your therapy.
https://www.jstage.jst.go.jp/article/jpts/24/9/24_901/_article
The purpose of this study was to investigate the effect of interactive games played on a Nintendo Wii on postural control, motor function and functional independence of chronic stroke patients. [Subjects and Methods] Twenty chronic stroke patients were recruited for this study. The subjects were randomly divided into experimental and control groups. The experimental group played interactive games using the Nintendo Wii for 30 minutes a day, 3 times a week, for 3 weeks, whereas the control group did not play interactive games. Result measures included the postural assessment scale, the modified motor assessment scale and the functional independence measure. [Results] There were significant differences in the postural assessment scale and modified motor assessment scale scores of both groups after the intervention, and between the control group and the experimental group after the intervention. However, there were no significant differences in functional independence measure scores. [Conclusion] An interactive game played on a Nintendo Wii appears to be an effective intervention for improvement of chronic stroke patients’ functional results. Therefore, research into the most effective type of Wii game and the clinical significance should continue.
Full PDF here;
https://www.jstage.jst.go.jp/article/jpts/24/9/24_901/_pdf
https://www.jstage.jst.go.jp/article/jpts/24/9/24_901/_article
The purpose of this study was to investigate the effect of interactive games played on a Nintendo Wii on postural control, motor function and functional independence of chronic stroke patients. [Subjects and Methods] Twenty chronic stroke patients were recruited for this study. The subjects were randomly divided into experimental and control groups. The experimental group played interactive games using the Nintendo Wii for 30 minutes a day, 3 times a week, for 3 weeks, whereas the control group did not play interactive games. Result measures included the postural assessment scale, the modified motor assessment scale and the functional independence measure. [Results] There were significant differences in the postural assessment scale and modified motor assessment scale scores of both groups after the intervention, and between the control group and the experimental group after the intervention. However, there were no significant differences in functional independence measure scores. [Conclusion] An interactive game played on a Nintendo Wii appears to be an effective intervention for improvement of chronic stroke patients’ functional results. Therefore, research into the most effective type of Wii game and the clinical significance should continue.
Full PDF here;
https://www.jstage.jst.go.jp/article/jpts/24/9/24_901/_pdf
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