Virtual reality rehabilitation of balance: assessment of the usability of the Nintendo Wii® Fit Plus

D Meldrum, A Glennon, S Herdman… - Disability and …, 2012 - Taylor & Francis
Purpose: The aim of this study was to investigate the usability of the Nintendo Wii Fit
Plus®(NWFP) in the treatment of balance impairment in vestibular and other neurological …

Virtual reality-based therapy for the treatment of balance deficits in patients receiving inpatient rehabilitation for traumatic brain injury

JP Cuthbert, K Staniszewski, K Hays, D Gerber… - Brain injury, 2014 - Taylor & Francis
Objective: To evaluate the feasibility and safety of utilizing a commercially available virtual
reality gaming system as a treatment intervention for balance training. Design: A randomized …

Clinical feasibility of the Nintendo Wii™ for balance training post-stroke: a phase II randomized controlled trial in an inpatient setting

KJ Bower, RA Clark, JL McGinley… - Clinical …, 2014 - journals.sagepub.com
Objective: To investigate the feasibility and potential efficacy of the Nintendo Wii™ for
balance rehabilitation after stroke. Design: Phase II, single-blind, randomized controlled trial …

Effectiveness of a Wii balance board-based system (eBaViR) for balance rehabilitation: a pilot randomized clinical trial in patients with acquired brain injury

JA Gil-Gómez, R Lloréns, M Alcañiz… - … of neuroengineering and …, 2011 - Springer
Background Acquired brain injury (ABI) is the main cause of death and disability among
young adults. In most cases, survivors can experience balance instability, resulting in …

Effectiveness of Wii-based rehabilitation in stroke: a randomized controlled study

AU Karasu, EB Batur… - Journal of …, 2018 - medicaljournalssweden.se
OBJECTIVE: To investigate the efficacy of Nintendo Wii Fit®-based balance rehabilitation as
an adjunc-tive therapy to conventional rehabilitation in stroke patients. METHODS: During …

Perceptions of using videogames in rehabilitation: a dual perspective of people with multiple sclerosis and physiotherapists

A Forsberg, Y Nilsagård, K Boström - Disability and rehabilitation, 2015 - Taylor & Francis
Purpose: Our aim was to describe experiences of using Nintendo Wii Fit™ for balance
exercise, from the perspectives of patients with multiple sclerosis (MS) and their …

Standards of virtual reality application in balance training programs in clinical practice: a systematic review

G Juras, A Brachman, J Michalska… - Games for Health …, 2019 - liebertpub.com
Objective: To determine the effect of virtual reality (VR) games on improving balance in
different groups of neurological patients with a particular focus on the study quality and to …

Development of an interactive game-based rehabilitation tool for dynamic balance training

B Lange, S Flynn, R Proffitt, CY Chang… - Topics in stroke …, 2010 - Taylor & Francis
Conventional physical therapy techniques have been shown to improve balance, mobility,
and gait following neurological injury. Treatment involves training patients to transfer weight …

The effect of virtual reality gaming on dynamic balance in older adults

AA Rendon, EB Lohman, D Thorpe… - Age and …, 2012 - academic.oup.com
Background: physical therapy interventions that increase functional strength and balance
have been shown to reduce falls in older adults. Aim: this study compared a virtual reality …

Virtual reality interventions for balance prevention and rehabilitation after musculoskeletal lower limb impairments in young up to middle-aged adults: A …

S Vogt, N Skjæret-Maroni, D Neuhaus… - International journal of …, 2019 - Elsevier
Background Balance training is an important aspect in prevention and rehabilitation of
musculoskeletal lower limb injuries. Virtual reality (VR) is a promising addition or alternative …