Abstract

The Nintendo Wii Fit gaming system has become increasingly popular for use in balance training and fall prevention in older adults. However, it is unclear how games designed primarily for younger adults transfer to this population. PURPOSE: The goal of this investigation was to examine immediate performance improvement on four games requiring different levels of physical and cognitive challenge. METHODS: Fifteen healthy older adults (8 women: age = 73.1 ± 3.7 yrs, BMI = 28.8 ± 8.1 kg/m2; 7 men: age = 79.1 ± 5.2 yrs, BMI = 25.3 ± 2.1 kg/m2 [mean ± SD]) with neither balance disorders nor video game familiarity visited the laboratory on four separate occasions. Subjects were guided through creating a Wii Fit character and learned how to use the system on the first visit, playing Penguin Slide and Table Tilt briefly. During the remaining three visits subjects played Balance Bubble (BB), Soccer Heading (SH), Obstacle Course (OC), and Tilt City (OC) in randomized 10 min. blocks separated by a rest period. The games required the ankle strategy, hip strategy, foot movement, and dual task performance (upper and lower extremities), respectively. The maximum score obtained within each block was used for analyses. RESULTS: The men were slightly older than the women (p = 0.02). When playing BB, women consistently scored 24% higher than men (p = 0.02), but neither sex improved across visits (p = 0.56). Men did not improve their scores in SH (p = 0.14), though women improved their scores by 78% to match those of the men at the last visit (p < 0.01). There were 83% and 53% increases across visits for both sexes when playing OC (p < 0.01) and TC (p = 0.02), respectively. CONCLUSIONS: Although any major conclusions from this pilot study are limited, there are some cautious conclusions that may be drawn. First, men and women differed in their performance profiles and also in their pattern of improvement across sessions which may partially be explained by age. Second, some improvements occurred across the three sessions that may be relevant for improved balance and postural stability. Third, it appears that not all Wii Fit balance games are suitable for immediate score improvement by older adults. Without early score success, some may become discouraged and discontinue playing, even if long-term use improves balance. Funded by CSU Center on Aging.

Full Text
Published version (Free)

Talk to us

Join us for a 30 min session where you can share your feedback and ask us any queries you have

Schedule a call