SciCombinator

Discover the most talked about and latest scientific content & concepts.

Concept: Virtual Console

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BACKGROUND: Video-games have become an integral part of the new multimedia culture. Several studies assessed video-gaming enhancement of spatial attention and eye-hand coordination. Considering the technical difficulty of laparoscopic procedures, legal issues and time limitations, the validation of appropriate training even outside of the operating rooms is ongoing. We investigated the influence of a four-week structured Nintendo® Wii™ training on laparoscopic skills by analyzing performance metrics with a validated simulator (Lap Mentor™, Simbionix™). METHODOLOGYPRINCIPAL FINDINGS: We performed a prospective randomized study on 42 post-graduate I-II year residents in General, Vascular and Endoscopic Surgery. All participants were tested on a validated laparoscopic simulator and then randomized to group 1 (Controls, no training with the Nintendo® Wii™), and group 2 (training with the Nintendo® Wii™) with 21 subjects in each group, according to a computer-generated list. After four weeks, all residents underwent a testing session on the laparoscopic simulator of the same tasks as in the first session. All 42 subjects in both groups improved significantly from session 1 to session 2. Compared to controls, the Wii group showed a significant improvement in performance (p<0.05) for 13 of the 16 considered performance metrics. CONCLUSIONSSIGNIFICANCE: The Nintendo® Wii™ might be helpful, inexpensive and entertaining part of the training of young laparoscopists, in addition to a standard surgical education based on simulators and the operating room.

Concepts: Wii Remote, Nintendo DS, Virtual Console, Wii Play, Nintendo GameCube, Nintendo, Wii, Surgery

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To understand stroke survivors and their caregivers' experience and acceptability of using the Nintendo Wii Sports™ games (Wii™) as a home-based arm rehabilitation tool.

Concepts: Nintendo Wi-Fi Connection, Shigeru Miyamoto, Satoru Iwata, Virtual Console, Nintendo, Nintendo GameCube, Wii, Nintendo DS

10

Alterations in the musculoskeletal system, especially in the lower limbs, limit physical activity and affect balance and walking. Postural impairments in haemophilic preteens could increase the risk of bleeding events and deteriorate the physical condition, promoting the progression of haemophilic arthropathy.

Concepts: Shigeru Miyamoto, Nintendo DS, Satoru Iwata, Virtual Console, Nintendo, Nintendo GameCube, Wii, Wii Balance Board

3

Reaction time (RT) has been associated with falls in older adults, but is not routinely tested in clinical practice. A simple, portable, inexpensive and reliable method for measuring RT is desirable for clinical settings. We therefore developed a custom software, which utilizes the portable and low-cost standard Nintendo Wii board (NWB) to record RT. The aims in the study were to (1) explore if the test could differentiate old and young adults, and (2) to study learning effects between test-sessions, and (3) to examine reproducibility.

Concepts: Wii Remote, Nintendo DS, History of video game consoles, Virtual Console, Nintendo, Nintendo GameCube, Wii Balance Board, Wii

3

Active gaming technologies, including the Nintendo Wii and Xbox Kinect, have become increasingly popular for use in stroke rehabilitation. However, these systems are not specifically designed for this purpose and have limitations. The aim of this study was to investigate the feasibility of using a suite of motion-controlled games in individuals with stroke undergoing rehabilitation.

Concepts: Satoru Iwata, Analog stick, Nintendo DS, Virtual Console, Video game console, Nintendo, Wii, Nintendo GameCube

1

While the health and well-being benefits of physical activity are recognised, people with multiple sclerosis (MS) often face greater barriers than the general population. The Nintendo Wii potentially offers a fun, convenient way of overcoming some of these. The aim was to test the feasibility of conducting a definitive trial of the effectiveness and cost-effectiveness of Mii-vitaliSe; a home-based, physiotherapist-supported Nintendo Wii intervention.

Concepts: Shigeru Miyamoto, Satoru Iwata, Nintendo DS, Virtual Console, Nintendo, Nintendo GameCube, Wii, Video game console

1

The purpose of this study was to investigate the intra-rater reliability of a new method in combination with the Nintendo Wii Balance Board (NWBB) to measure the strength of hallux flexor muscle.

Concepts: Virtual Console, Nintendo, Nintendo GameCube, Wii Fit, Wii Remote, History of video game consoles, Wii, Wii Balance Board

0

Impairments in dynamic balance have a detrimental effect in older adults at risk of falls (OARF). Gait initiation (GI) is a challenging transitional movement. Centre of pressure (COP) excursions using force plates have been used to measure GI performance. The Nintendo Wii Balance Board (WBB) offers an alternative to a standard force plate for the measurement of CoP excursion.

Concepts: Virtual Console, Nintendo, Nintendo GameCube, Wii Fit, Wii Remote, History of video game consoles, Wii, Wii Balance Board

0

To evaluate in the follow-up the sensory-motor recovery and quality of life patients 2 months after completion of the Nintendo Wii console intervention and determine whether learning retention was obtained through the technique.

Concepts: Satoru Iwata, Nintendo, Nintendo DS, Virtual Console, Nintendo GameCube, Video game console, Wii

0

To determine the feasibility and efficacy of using a structured Nintendo Wii protocol to improve range of motion, strength, and quality of life in patients with shoulder impingement syndrome.

Concepts: Shigeru Miyamoto, Nintendo DS, Satoru Iwata, Virtual Console, Video game console, Nintendo, Nintendo GameCube, Wii