Abstract

BackgroundInteractive video games such as the Nintendo Wii Fit are increasingly used as a therapeutic tool in health and aged care settings however, their acceptability to older people is unclear. The aim of this study was to determine the acceptability of the Nintendo Wii Fit as a therapy tool for hospitalised older people using a discrete choice experiment (DCE) before and after exposure to the intervention.MethodsA DCE was administered to 21 participants in an interview style format prior to, and following several sessions of using the Wii Fit in physiotherapy. The physiotherapist prescribed the Wii Fit activities, supervised and supported the patient during the therapy sessions. Attributes included in the DCE were: mode of therapy (traditional or using the Wii Fit), amount of therapy, cost of therapy program and percentage of recovery made. Data was analysed using conditional (fixed-effects) logistic regression.ResultsPrior to commencing the therapy program participants were most concerned about therapy time (avoiding programs that were too intensive), and the amount of recovery they would make. Following the therapy program, participants were more concerned with the mode of therapy and preferred traditional therapy programs over programs using the Wii Fit.ConclusionsThe usefulness of the Wii Fit as a therapy tool with hospitalised older people is limited not only by the small proportion of older people who are able to use it, but by older people's preferences for traditional approaches to therapy. Mainstream media portrayals of the popularity of the Wii Fit with older people may not reflect the true acceptability in the older hospitalised population.

Highlights

  • Interactive video games such as the Nintendo Wii Fit are increasingly used as a therapeutic tool in health and aged care settings their acceptability to older people is unclear

  • Establishing the attributes and levels of the discrete choice experiment (DCE) As this DCE was designed to address the acceptability of the Nintendo Wii Fit as a therapy tool, the attributes and levels of the DCE were determined by the researchers in collaboration with experienced geriatricians

  • Three participants did not complete the DCE following intervention the data from 18 participants was included in the follow up analysis

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Summary

Introduction

Interactive video games such as the Nintendo Wii Fit are increasingly used as a therapeutic tool in health and aged care settings their acceptability to older people is unclear. The use of interactive video games as a therapy tool for addressing both physical and cognitive function is a growing trend in the health and aged care sector [2]. While traditional therapy programs may suffer from poor compliance rates, video game activities are designed to be fun and motivating and may increase the amount of time the user spends in therapeutic activity [3]. The Nintendo Wii video games console has been popular and its evolving use in acute hospitals, residential care facilities and rehabilitation programs has been widely reported in the media [5,6,7]. The Wii Fit program has been marketed as a health and fitness tool and was recently the first interactive video game to be endorsed by the United Kingdom’s National Health Service Change Life program [9]

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