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Improvements in Dynamic Balance Using an Adaptive Snowboard with the Nintendo Wii

Brendan Sullivan, Alexandra G. Harding, John Dingley, Laura Z. Gras

Games for Health Journal, Volume: 1, Issue: 4, Pages: 269 - 273

Swansea University Author: John Dingley

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DOI (Published version): 10.1089/g4h.2012.0006

Abstract

OBJECTIVE:The purpose of this case report is to see if a novel balance board could improve balance and gait of a subject with dynamic balance impairments and enjoyment of virtual rehabilitation training.MATERIALS AND METHODS:A novel Adaptive Snowboard™ (developed by two of the authors, B.S. and J.D....

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Published in: Games for Health Journal
ISSN: 2161-783X 2161-7856
Published: 2012
Online Access: Check full text

URI: https://cronfa.swan.ac.uk/Record/cronfa27466
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Abstract: OBJECTIVE:The purpose of this case report is to see if a novel balance board could improve balance and gait of a subject with dynamic balance impairments and enjoyment of virtual rehabilitation training.MATERIALS AND METHODS:A novel Adaptive Snowboard™ (developed by two of the authors, B.S. and J.D.) was used in conjunction with the Nintendo(®) (Redmond, WA) Wii™ snowboarding and wakeboarding games with a participant in a physical therapy outpatient clinic. Baseline measurements were taken for gait velocity and stride length, Four Square Step Test, Star Balance Excursion Test, Sensory Organization Test, and the Intrinsic Motivation Inventory. Two 60-90-minute sessions per week for 5 weeks included seven to nine trials of Wii snowboarding or wakeboarding games.RESULTS:Improvements were seen in every outcome measure.CONCLUSIONS:This study had comparable results to studies performed using a wobble board in that improvements in balance were made. Use of virtual snowboard simulation improved the subject's balance, gait speed, and stride length, as well as being an enjoyable activity.
College: Faculty of Medicine, Health and Life Sciences
Issue: 4
Start Page: 269
End Page: 273