2,970
Views
32
CrossRef citations to date
0
Altmetric
Research Article

Effects of Nintendo Wii on Quality of Life, Social Relationships, and Confidence to Prevent Falls

, , , , , , & show all
Pages 213-221 | Received 17 Sep 2010, Accepted 27 Jan 2011, Published online: 11 Mar 2011

Keep up to date with the latest research on this topic with citation updates for this article.

Read on this site (4)

Ahmad Mehri, Mehdi Zarfi, Isa Akbarzadeh, Vali Baigi & Saharnaz Nedjat. (2021) Self-rated health and self-confidence among Iranian medical students, a survey in Tehran University of medical sciences. International Journal of Health Promotion and Education 0:0, pages 1-12.
Read now
Kelly E. Ravenek, Dalton L. Wolfe & Sander L. Hitzig. (2016) A scoping review of video gaming in rehabilitation. Disability and Rehabilitation: Assistive Technology 11:6, pages 445-453.
Read now
Monna Arvinen-Barrow, Andrew J. Manley & Nathan Maresh. (2014) The potential psychological benefits of active video games in the rehabilitation of musculoskeletal injuries and deficiencies. Physical Therapy Reviews 19:6, pages 410-439.
Read now
Robert Hagan, Roger Manktelow, Brian J. Taylor & John Mallett. (2014) Reducing loneliness amongst older people: a systematic search and narrative review. Aging & Mental Health 18:6, pages 683-693.
Read now

Articles from other publishers (28)

Rachael Malthouse, Tanja Križaj, Alison Warren & Katherine Turner. (2023) A scoping review and thematic analysis of the use of technology in everyday occupations amongst adults aged 55 years or older in supported housing. Journal of Housing and the Built Environment.
Crossref
Benjamin Bohn & Steve Strupeit. (2023) Interventions to promote mobility and quality of life in nursing homes: A systematic review. Nursing Open 10:7, pages 4172-4184.
Crossref
Marysol C. Cacciata, Anna Stromberg, Leonie Klompstra, Tiny Jaarsma, Mebin Kuriakose, Jung-Ah Lee, Dawn Lombardo & Lorraine S. Evangelista. (2022) Facilitators and Challenges to Exergaming. Journal of Cardiovascular Nursing 37:3, pages 281-288.
Crossref
Noor Azila IsmailHairul Anuar HashimHazwani Ahmad Yusof. (2022) Physical Activity and Exergames Among Older Adults: A Scoping Review. Games for Health Journal 11:1, pages 1-17.
Crossref
Whitney Lucas Molitor, Diana R. FeldhackerHelene LohmanAngela M. LampeLou Jensen. (2022) Occupational Therapy and the IMPACT Act: Part 1. A Systematic Review of Evidence for Fall Prevention and Reduction, Community Discharge and Reintegration, and Readmission Prevention Interventions. The American Journal of Occupational Therapy 76:1.
Crossref
Whitney Lucas Molitor, Diana R. FeldhackerHelene LohmanAngela M. LampeLou Jensen. (2022) Occupational Therapy and the IMPACT Act: Part 1. A Systematic Review of Evidence for Fall Prevention and Reduction, Community Discharge and Reintegration, and Readmission Prevention Interventions. The American Journal of Occupational Therapy 76:1.
Crossref
Jinhui Li, Long Li, Peng Huo, Cheng Ma, Linlin Wang & Yin Leng Theng. (2021) Wii or Kinect? A Pilot Study of the Exergame Effects on Older Adults’ Physical Fitness and Psychological Perception. International Journal of Environmental Research and Public Health 18:24, pages 12939.
Crossref
Joanne Carroll, Louise Hopper, Aaron Mark Farrelly, Richard Lombard-Vance, Panagiotis D. Bamidis & Evdokimos I. Konstantinidis. (2021) A Scoping Review of Augmented/Virtual Reality Health and Wellbeing Interventions for Older Adults: Redefining Immersive Virtual Reality. Frontiers in Virtual Reality 2.
Crossref
Christopher Y. K. Williams, Adam T. Townson, Milan Kapur, Alice F. Ferreira, Rebecca Nunn, Julieta Galante, Veronica Phillips, Sarah Gentry & Juliet A. Usher-Smith. (2021) Interventions to reduce social isolation and loneliness during COVID-19 physical distancing measures: A rapid systematic review. PLOS ONE 16:2, pages e0247139.
Crossref
Joyce Y. C. Chan, Tak Kit Chan, Michael P. F. Wong, Ruby S. M. Cheung, Karen K. L. Yiu & Kelvin K. F. Tsoi. (2020) Effects of virtual reality on moods in community older adults. A multicenter randomized controlled trial. International Journal of Geriatric Psychiatry 35:8, pages 926-933.
Crossref
Kristin Valdes, Elizabeth Gendernalik, Jacquelyn Hauser & Miranda Tipton. (2020) Use of mobile applications in hand therapy. Journal of Hand Therapy 33:2, pages 229-234.
Crossref
Monna Arvinen-Barrow, Nathan Maresh & Jennifer Earl-Boehm. (2020) Functional Outcomes and Psychological Benefits of Active Video Games in the Rehabilitation of Lateral Ankle Sprains: A Case Report. Journal of Sport Rehabilitation 29:2, pages 213-224.
Crossref
Charlynn Miller & Asheley Jones. (2019) Addressing the Education Gap in Aged Care Technology. Addressing the Education Gap in Aged Care Technology.
Julian Hamm, Arthur G Money, Anita Atwal & Gheorghita Ghinea. (2017) Mobile three-dimensional visualisation technologies for clinician-led fall prevention assessments. Health Informatics Journal 25:3, pages 788-810.
Crossref
Michelle Takemoto, Todd M. Manini, Dori E. Rosenberg, Amanda Lazar, Zvinka Z. Zlatar, Sai Krupa Das & Jacqueline Kerr. (2018) Diet and Activity Assessments and Interventions Using Technology in Older Adults. American Journal of Preventive Medicine 55:4, pages e105-e115.
Crossref
Stacy Smallfield & Whitney Lucas Molitor. (2018) Occupational Therapy Interventions Supporting Social Participation and Leisure Engagement for Community-Dwelling Older Adults: A Systematic Review. The American Journal of Occupational Therapy 72:4, pages 7204190020p1-7204190020p8.
Crossref
Eugène Loos & David Kaufman. 2018. Human Aspects of IT for the Aged Population. Applications in Health, Assistance, and Entertainment. Human Aspects of IT for the Aged Population. Applications in Health, Assistance, and Entertainment 101 112 .
Daryoush Daniel Vaziri, Konstantin Aal, Yves J Gschwind, Kim Delbaere, Anne Weibert, Janneke Annegarn, Helios de Rosario, Rainer Wieching, David Randall & Volker Wulf. (2017) Analysis of effects and usage indicators for a ICT-based fall prevention system in community dwelling older adults. International Journal of Human-Computer Studies 106, pages 10-25.
Crossref
Bob De Schutter. (2017) Gerontoludic Design. International Journal of Gaming and Computer-Mediated Simulations 9:1, pages 45-60.
Crossref
Julie A. Brown. 2017. Human Aspects of IT for the Aged Population. Applications, Services and Contexts. Human Aspects of IT for the Aged Population. Applications, Services and Contexts 217 227 .
Caroline Hills, Susan Ryan, Derek R. Smith, Helen Warren-Forward, Tracy Levett-Jones & Samuel Lapkin. (2016) Occupational therapy students’ technological skills: Are ‘generation Y’ ready for 21st century practice?. Australian Occupational Therapy Journal 63:6, pages 391-398.
Crossref
Julian Hamm, Arthur G. Money, Anita Atwal & Ioannis Paraskevopoulos. (2016) Fall prevention intervention technologies: A conceptual framework and survey of the state of the art. Journal of Biomedical Informatics 59, pages 319-345.
Crossref
Bob De Schutter, Julie A Brown & Vero Vanden Abeele. (2014) The domestication of digital games in the lives of older adults. New Media & Society 17:7, pages 1170-1186.
Crossref
H. Lynn Horne-Moyer, Brian H. Moyer, Drew C. Messer & Elizabeth S. Messer. (2014) The Use of Electronic Games in Therapy: a Review with Clinical Implications. Current Psychiatry Reports 16:12.
Crossref
Eva Pietrzak, Cristina Cotea & Stephen Pullman. (2014) Using Commercial Video Games for Falls Prevention in Older Adults. Journal of Geriatric Physical Therapy 37:4, pages 166-177.
Crossref
K. J. Miller, B. S. Adair, A. J. Pearce, C. M. Said, E. Ozanne & M. M. Morris. (2013) Effectiveness and feasibility of virtual reality and gaming system use at home by older adults for enabling physical activity to improve health-related domains: a systematic review. Age and Ageing 43:2, pages 188-195.
Crossref
Michael Schwenk, Gurtej S Grewal, Bahareh Honarvar, Stefanie Schwenk, Jane Mohler, Dharma S Khalsa & Bijan Najafi. (2014) Interactive balance training integrating sensor-based visual feedback of movement performance: a pilot study in older adults. Journal of NeuroEngineering and Rehabilitation 11:1, pages 164.
Crossref
Amanda K. HallEnmanuel ChavarriaVasana ManeeratanaBeth H. ChaneyJay M. Bernhardt. (2012) Health Benefits of Digital Videogames for Older Adults: A Systematic Review of the Literature. Games for Health Journal 1:6, pages 402-410.
Crossref

Reprints and Corporate Permissions

Please note: Selecting permissions does not provide access to the full text of the article, please see our help page How do I view content?

To request a reprint or corporate permissions for this article, please click on the relevant link below:

Academic Permissions

Please note: Selecting permissions does not provide access to the full text of the article, please see our help page How do I view content?

Obtain permissions instantly via Rightslink by clicking on the button below:

If you are unable to obtain permissions via Rightslink, please complete and submit this Permissions form. For more information, please visit our Permissions help page.