Grand Rounds Presentation Use of the Nintendo Wii in Rehabilitation Use of Commercial Gaming Systems in Rehabilitation Kristy L. Yoskey, MOT, OTR/L Area Director Genesis Rehab Services Technology Symposium 2013 Innovations in Rehabilitation Technology Session Objectives • Recognize clinical applications for the use of commercial gaming systems in rehabilitation. • Identify, through clinical reasoning and activity analysis, the technological applications of the commercial gaming systems that may be used in interdisciplinary rehabilitation. 2 Wii Gaming System • Nintendo Wii – Interactive gaming system that allows players to physically interact in real time with images on the TV screen • Wii FIT – Balance board reacting to leg and feet motions in real time to control the avatar or Mii on the TV screen 3 This presentation may not be duplicated or distributed without written permission. Please contact [email protected] for additional information. 1 Grand Rounds Presentation Use of the Nintendo Wii in Rehabilitation OmniVR Acelerated Care Plus • Virtual rehabilitation – Uses 3D camera; no hand controllers, mats, etc. – Software to track patient’s precise movements • 6 skilled exercise categories – – – – – – Multiple difficulty levels for balance Gait training w/c mobility Seated exercise UE exercise Cognitive activities OmniVR • Targets large motor movements • Allows to match exercise difficulty to patient’s specific abilities • Printable performance summary for documentation/progress OmniVR This presentation may not be duplicated or distributed without written permission. Please contact [email protected] for additional information. 2 Grand Rounds Presentation Use of the Nintendo Wii in Rehabilitation Kinect Xbox 360 Gaming System • • • • Your body is the controller Responds to movement More physical in nature Similar cost as Wii and Wii FIT Kinect Xbox 360 Gaming System Using Wii as a Clinical Tool • Clinical Demonstration #1 9 This presentation may not be duplicated or distributed without written permission. Please contact [email protected] for additional information. 3 Grand Rounds Presentation Use of the Nintendo Wii in Rehabilitation Contraindications • • • • • • Pacemakers Seizures Pain Numbness/tingling Motion sickness Frustration 10 Benefits of Commercial Gaming in Rehab • Improved functional level/outcomes • Improved socialization/competitiveness • Willingness to participate in treatment/ high level of motivation • Puts the FUN back in FUNdamentals 11 Grading the Activity • • • • • • • Compensatory strategies Hand over hand assistance Verbal cues Visual cues Tactile cues Seated versus standing UE support (leaning/balance support) 12 This presentation may not be duplicated or distributed without written permission. Please contact [email protected] for additional information. 4 Grand Rounds Presentation Use of the Nintendo Wii in Rehabilitation Gaming for Rehab: Nintendo Wii Wii • • • • • Wii FIT Bowling Tennis Boxing Golf Baseball • • • • • • • Hula Hooping Heading Soccer Table Tilt Tight Rope Ski Slalom Ski Jump Yoga 13 Gaming for Rehab: Omni VR • • • • • • Balance Gait UE Exercise W/C Mobility Cognitive Activities Seated Exercise Gaming for Rehab: Kinect Xbox 360 • Workouts – Biggest Loser Ultimate Workout • Kinect Sports • Kinect Adventures This presentation may not be duplicated or distributed without written permission. Please contact [email protected] for additional information. 5 Grand Rounds Presentation Use of the Nintendo Wii in Rehabilitation Deficits/Activity Analysis • • • • • • • • • • Balance/unsteadiness Coordination Contractures/ROM Edema Cognition Muscle tone changes (flaccidity/spasticity) Motor planning/motor control Visual/perceptual deficits Gait dysfunction Weakness 16 Clinical Reasoning • s/p CVA with inability to bear weight to (R) LE due to fear of falling – What is the focus of the treatment/deficits? – What modality will best suit this individual? – How will this modality affect the outcome of the treatment? 17 Clinical Reasoning • s/p CVA with inability to bear weight to (R) LE due to fear of falling – Does the patient have the ability to utilize this modality, cognitively and physically? – What are the contraindications of this modality, support required to complete this modality, etc.? – Was the modality effective? What next? 18 This presentation may not be duplicated or distributed without written permission. Please contact [email protected] for additional information. 6 Grand Rounds Presentation Use of the Nintendo Wii in Rehabilitation Supporting Evidence‐based Practice Wii gaming technology represents a safe, feasible, and potentially effective alternative to facilitate rehabilitation therapy and promote motor recovery after stroke. Saposnik, G et al. Effectiveness of virtual reality using Wii gaming technology in stroke rehabilitation. Stroke; 2010 41(7) 1477‐84. Occupation‐based performance vs. simulated tasks 19 Additional Resources • www.newswise.com • www.webmd.com • www.businessweek.com • www.physorg.com • www.pcmag.com • www.ncbi.nlm.nih.gov • http://www.youtube.com/watch?v=fPtnI3mr6hU&feature=related • http://www.youtube.com/watch?v=g4YvC‐Ya874 • http://www.acplus.com/omnivr/Pages/default.aspx 20 References Deutsch, JE et al. Use of Low‐Cost Commercially Available Gaming Console (Wii) for Rehabilitation of an Adolescent with Cerebral Palsy. Phys Ther.; 2008; 88 (10) 1196‐1207. Fitzpatrick, M. & Harding,L. Using the Wii for Vestibular Rehabilitation. Vestibular Disorders Association. http://www.vestibular.org/ Saposnik, G et al. Effectiveness of virtual reality using Wii gaming technology in stroke rehabilitation. Stroke; 2010 41(7) 1477‐ 84. 21 This presentation may not be duplicated or distributed without written permission. Please contact [email protected] for additional information. 7 Grand Rounds Presentation Use of the Nintendo Wii in Rehabilitation Any questions? 22 This presentation may not be duplicated or distributed without written permission. Please contact [email protected] for additional information. 8
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