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

FORSBERG A; NILSAGARD Y; BOSTROM K
DISABIL REHABIL , 2015, vol. 37, n° 3-4, p. 338-344
Doc n°: 174987
Localisation : Documentation IRR

D.O.I. : http://dx.doi.org/DOI:10.3109/09638288.2014.918196
Descripteurs : AE3 - SEP

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 physiotherapists (PT). METHODS: Individual interviews with 15 patients
with MS were conducted, recruited from a multi-centre study investigating the
effects of balance exercising using Wii Fit. We also conducted a single focus
group interview with nine PT involved in the study. The interviews were
audio-recorded, transcribed, and analysed using content analysis. RESULTS: Both
patients and PT said that exercising with Wii Fit games was fun, and that it
challenged the patients' physical and cognitive capacities. The competitive
content in the games provided motivation to continue playing. Patients and PT
reported improved body control and, more importantly, positive effects on balance
and walking in daily life. The PT regarded Wii training as an effective
alternative to other balance training, but some felt unsure in how to manage the
video game. The patients regarded Wii training as a possible home training
solution. CONCLUSIONS: Patients with MS and their PT considered Wii Fit exercises
to be fun, challenging, and self-motivating. Exercising with Wii games can
address balance impairments in MS, and can be performed at home as well as in
rehabilitation settings. Implications for Rehabilitation Nintendo Wii Fit can be
used as a fun and challenging way to perform balance exercises. The competitive
content embedded in the games triggers continued playing and exercising. The
positive effect on balance control can improve standing and walking in everyday
activities.

Langue : ANGLAIS

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