Abstract
standardized mean differences for analysis of continuous variables. Risk ratios were derived and 95% confidence intervals calculated. Results: Six studieswere included. Three trials (64 participants) compared Wii and conventional rehabilitation versus conventional rehabilitation alone. Three trials (102 participants) compared Wii with other exercise interventions. The addition of Wii to conventional rehabilitation resulted in significantmean differences in favor of additionalWii compared to standard care for Timed Up and Go test (TUG) (0.81 points, CI 0.29 to 1.33, P= 0.002), but not for other mobility and functional outcomes: Functional Independence Measure (FIM) score (0.45, CI−0.21 to 1.11, P= 0.18), Berg Balance Score (−0.64, CI −3.66 to 2.39, P= 0.68), antero-posterior postural sway (0.23, CI −0.38 to 0.84, P= 0.46). No serious adverse events were reported and whenWii was compared to exercise alone we demonstrated a decreased risk of participants dropping out of follow up (RR 0.40, CI 0.20 to 0.78, P= 0.007). Conclusion(s): The addition of Wii gaming to conventional rehabilitation in chronic stroke patients significantly improved performance in TUG and not in the other physical measures. The pooled effect was small and not beyond the minimal detectable change. However, Wii can be used safely in stroke patients and participants were less likely to drop out in the Wii group. This review highlights the need for further high quality studies to demonstrate the efficacy of Wii in stroke rehabilitation. Implications: Nintendo Wii can be use as an adjunct in stroke rehabilitation to allowmore training time outside therapy hours. It also makes therapy more interactive, engaging and enjoyable for the stroke survivors.
Published Version
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