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Showing 1 to 18 of 18 for “"Nintendo Wii"”.

  1. Investigating the Value of Acceptance and Commitment Therapy and Nintendo Wii Physical Activity for Older Adults

    … combining Acceptance and Commitment Therapy with Nintendo Wii gameplay that was designed to improve initiation and adherence to physical activity. Acceptance and Commitment Therapy is an empirically based psychological intervention that utilizes mindfulness and acceptance techniques along with …

    brock Repository record for Investigating the Value of Acceptance and Commitment Therapy and Nintendo Wii Physical Activity for Older Adults (opens in a new tab)

  2. The effect of the Nintendo Wii Fit on the balance control and gross motor function of children with spastic hemiplegic cerebral palsy

    … ~vailable gaming system, such as the Nintendo Wii Fit, as a rehabilitation tool to improve balance control and therefore gross motor function in children with cerebral palsy. Objective: To determine the effect of an intervention with the Nintendo Wii Fit on the balance control and …

    cape-town Repository record for The effect of the Nintendo Wii Fit on the balance control and gross motor function of children with spastic hemiplegic cerebral palsy (opens in a new tab)

  3. Nintendo Wii versus resistance training to improve upper-limb function in children ages 7 to 12 with spastic hemiplegic cerebral palsy: a home-based pilot study

    This pilot, home-based study compared a Nintendo Wii intervention to a single-joint upper-limb resistance training of a similar intensity, in n=6 children ages of 7 to 12 with spastic hemiplegic CP with respect to upper limb function, compliance and motivation levels. The main results found that …

    uoit Repository record for Nintendo Wii versus resistance training to improve upper-limb function in children ages 7 to 12 with spastic hemiplegic cerebral palsy: a home-based pilot study (opens in a new tab)

  4. The effect of active video games on blood lipids as a measure of CVD risk

    … was to investigate the effects of a four week Nintendo Wii aerobics intervention on blood lipids. Specifically, HDL, LDL, TC, TG and the LDL: HDL ratio. A sample of fifteen (4 males, 11 females) individuals from the University of Central Lancashire took part in the study. Participants were …

    cent-lancashire Repository record for The effect of active video games on blood lipids as a measure of CVD risk (opens in a new tab)

  5. Immune responses to next generation computer gaming

    … was used as a marker) to step aerobics on the Nintendo Wii between people with varying degrees of cardiorespiratory fitness (fair and good). Measures were taken at baseline and then after participants had attended three 30 minute sessions each week for four weeks. Following a washout period, …

    cent-lancashire Repository record for Immune responses to next generation computer gaming (opens in a new tab)

  6. Cardiovascular Effects and Enjoyment of Exer-Gaming in Older Adults

    … physical discomforts to a 15 minute trial of EG (Nintendo Wii Tennis) in healthy, older adults. Methods: A quasi-experimental design using a convenience sample of 34 self-reported healthy older adults from an independent living retirement community in Southeastern Pennsylvania completed the study. …

    penn Repository record for Cardiovascular Effects and Enjoyment of Exer-Gaming in Older Adults (opens in a new tab)

  7. How might active video gaming affect physical activity and physical fitness of students with intellectual disabilities?

    … 20 minutes per day for 10 school days using the Nintendo Wii AVG system. The results of a paired sample t-test indicated there was a non-significant statistical difference in the number of Pacer 20m laps completed from the pretest to the posttest, which suggest that the Nintendo Wii AVG …

    emich Repository record for How might active video gaming affect physical activity and physical fitness of students with intellectual disabilities? (opens in a new tab)

  8. Digital + Physical: Rethinking the Playground

    … physical play. Even with the introduction of the Nintendo Wii digital and physical rarely cross paths. This masters thesis investigates the design of a play experience that embraces digital experience through the combination of handheld wireless technology and playground experiences. The …

    vt Repository record for Digital + Physical: Rethinking the Playground (opens in a new tab)

  9. Home-based exergames to improve cognitive function in Multiple Sclerosis: the EXTREMUS Study ​

    … training with exergames, specifically with Nintendo Wii (intervention of interest) or 2) adaptive COGNI-TRAcK (comparator intervention) or 3) sham COGNI-TRAcK (placebo-analogue intervention). Assessments will be conducted at study enrolment (baseline), at the end of the 8-week intervention …

    cagliari Repository record for Home-based exergames to improve cognitive function in Multiple Sclerosis: the EXTREMUS Study ​ (opens in a new tab)

  10. Quality of life and digital gaming technology: the benefits of a technology based intervention for community dwelling people with dementia.

    … of using digital gaming technology, such as the Nintendo Wii (Nintendo Co LTD), Xbox Kinect (Microsoft Corp) and the Apple iPad, have been evidenced in other health research, there is a gap in knowledge surrounding the QoL benefits of this technology specifically for community dwelling people …

    bournemouth Repository record for Quality of life and digital gaming technology: the benefits of a technology based intervention for community dwelling people with dementia. (opens in a new tab)

  11. Inovação através do design: uma análise das ações inovadoras no mercado de consoles de games

    … para avaliar o desenvolvimento dos consoles Nintendo Wii (exemplo citado por ambos os autores) e seus principais concorrentes, o Playstation 3 da Sony e o Xbox 360 da Microsoft. Através da análise foi possível perceber um dos motivos no posicionamento nas vendas de cada console através da …

    brazil-ufpe Repository record for Inovação através do design: uma análise das ações inovadoras no mercado de consoles de games (opens in a new tab)

  12. The influence of exergaming on the physical fitness; attitude towards physical activity; and self-concept in overweight and obese children

    … study consisted of a 6-week intervention on the Nintendo Wii. Participants were aged between 9-12 years old. Subjects were assigned to thee groups according to location: experimental group (n=11), control group A (n=10) and control group B (n=10). The experimental group participated in the …

    zulu Repository record for The influence of exergaming on the physical fitness; attitude towards physical activity; and self-concept in overweight and obese children (opens in a new tab)

  13. Exploring the use of a commercial digital gaming technological initiative to enable social inclusion for community-dwelling older men with dementia in rural England.

    … available computer game technology (e.g. iPad, Nintendo Wii and Microsoft Kinect) to deliver person-centred activities to older men with dementia residing in three rural areas of England over a nine week period. Participatory Action Research (PAR) formed the framework for the conduct of the …

    bournemouth Repository record for Exploring the use of a commercial digital gaming technological initiative to enable social inclusion for community-dwelling older men with dementia in rural England. (opens in a new tab)

  14. Inclusive technologies for enhancing the accessibility of digital interactive television for older adults

    … to a gesture based controller, in this case the Nintendo Wii, in a DITV like environment.<br/><br/>A larger study was then conducted to directly compare a standard remote control against a tablet PC that was used as a second screen interface, and a gesture controller. This gave indication of …

    dundee Repository record for Inclusive technologies for enhancing the accessibility of digital interactive television for older adults (opens in a new tab)

  15. Virtual Reality Gaming as a Tool for Rehabilitation in Physical Therapy

    … of virtual reality gaming, specifically the Nintendo Wii Fit Balance Board (WBB), on dynamic balance in older adults that was accomplished using a randomized repeated measures research study which included a control group design utilizing the 8 foot Up and Go (8ft UG), Activities‐specific …

    loma-linda Repository record for Virtual Reality Gaming as a Tool for Rehabilitation in Physical Therapy (opens in a new tab)

  16. The persistence of attitudes following violent and non-violent video game play using conventional versus embodied controls

    … and violent game on either the Playstation 2 or Nintendo Wii. Violent play did not increase support for violence and hostile decision making, it marginally decreased them. Also, the participants' responses did not completely return to baseline after 24 hours. Lastly, embodied controls were not …

    cape-town Repository record for The persistence of attitudes following violent and non-violent video game play using conventional versus embodied controls (opens in a new tab)

  17. Exploring the Effects of Higher-Fidelity Display and Interaction for Virtual Reality Games

    … latest generation of video game systems (e.g., Nintendo Wii and Xbox Kinect) with their natural, gesture-based interactions have delivered increased levels of interaction fidelity—the objective degree of exactness with which real-world interactions can be reproduced in an interactive system. …

    vt Repository record for Exploring the Effects of Higher-Fidelity Display and Interaction for Virtual Reality Games (opens in a new tab)