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Showing 1 to 20 of 34 for “"Wii"”.

  1. Criterion validity of selected Wii Fit™ games for balance assessment

    … to examine the criterion validity of selected Wii Fit™ games for balance assessment. One hundred and eleven participants (nmen = 67, nwomen = 4) completed the testing protocol and were included in the analysis. The protocol included assessment of balance using both the Basic Balance Master ® …

    twu Repository record for Criterion validity of selected Wii Fit™ games for balance assessment (opens in a new tab)

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

    … 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 values-based …

    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)

  3. Assessing the role of weather index insurance in climate change adaptation in Malawi

    … on their livelihoods. Weather index insurance (WII) has been recommended as one potential climate change adaptation strategy. In Malawi WII was introduced and piloted in 2005 to help farmers get access to loans. In this study the implementation of WII in Malawi is assessed to examine whether it …

    cape-town Repository record for Assessing the role of weather index insurance in climate change adaptation in Malawi (opens in a new tab)

  4. 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)

  5. 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 gross motor …

    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)

  6. Assessing the feasibility of a weather index insurance for the semi-arid region of Brazil

    Weather index insurance (WII) has long been advertised as a viable alternative to overcome issues related to crop yield insurance products like information asymmetry and high transaction costs. WII products were firstly developed to assist climate-vulnerable farmers from developing countries where …

    brazil-ufv Repository record for Assessing the feasibility of a weather index insurance for the semi-arid region of Brazil (opens in a new tab)

  7. The Effects of Stable and Unstable Training Surfaces on Dynamic Postural Stability

    … To determine whether training on stable (Wii Fit) or unstable (wobble board, WB) surfaces elicit greater DPS improvements compaired to controls. Design: A three group pre-post test study. Setting: This study was performed in a controlled laboratory setting. Subjects: 29 student-athletes …

    gsu Repository record for The Effects of Stable and Unstable Training Surfaces on Dynamic Postural Stability (opens in a new tab)

  8. The development and testing of a novel intervention (Mii-vitaliSe) to support people with Multiple Sclerosis to be active - a pilot evaluation.

    … term. Pilot research in the USA suggested the Wii™ can be used safely at home by mobile people with MS. Aims: To develop and conduct preliminary testing of a home-based physiotherapist-supported Wii™ intervention (Mii-vitaliSe) for people with MS. Trial design: A mixed method study …

    bournemouth Repository record for The development and testing of a novel intervention (Mii-vitaliSe) to support people with Multiple Sclerosis to be active - a pilot evaluation. (opens in a new tab)

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

    … 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. Serial …

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

  10. The Effects of Playing Exergames on Energy Expenditure

    … session on both the Kinect Adventures (K) and Wii Fit Plus game. Data were analyzed using a dependent t-test and one-way ANOVA. Significance was accepted at P ≤ 0.05. Energy expenditure and RPE were significant in both exergames interactive game play P=0.044 and P < 0.05, respectively. In …

    wku-diss Repository record for The Effects of Playing Exergames on Energy Expenditure (opens in a new tab)

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

    … 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 divided into …

    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)

  12. Immune responses to next generation computer gaming

    … 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, measures …

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

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

    … 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 intervention had …

    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)

  14. Movement programmes to enhance motor competence and physical fitness among high school girls in a low-income community of Cape Town, South Africa

    … participants were exposed to either a novel Wii Fit protocol (specifically developed for this research) or task-oriented functional training. Both interventions were scheduled 45 minutes per week for 14 weeks. Pre- and posttesting were performed using selected measures of motor coordination, …

    cape-town Repository record for Movement programmes to enhance motor competence and physical fitness among high school girls in a low-income community of Cape Town, South Africa (opens in a new tab)

  15. Digital + Physical: Rethinking the Playground

    … 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 combination of …

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

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

    … 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 period …

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

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

    … 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 Balance …

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

  18. Expressive re-performance

    … Squier Stratocaster Guitar and Controller, and a Wii-mote. Tests of the system and concept were performed using the EWI and Wii-mote for re-performance of two songs. User response indicated that while the interaction was fun, it did not succeed at enabling significant expression. Users expressed …

    mit Repository record for Expressive re-performance (opens in a new tab)

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

    … 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 with …

    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)

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