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Original Article

Stroke patients' experiences with Wii Sports® during inpatient rehabilitation

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Pages 457-463 | Received 19 Jun 2011, Accepted 03 Jan 2012, Published online: 20 Feb 2012

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Read on this site (8)

Jie Hao, Zixuan Yao, Kimberly Harp, Dr. Yeongjin Gwon, Zhen Chen & Ka-Chun Siu. (2023) Effects of virtual reality in the early-stage stroke rehabilitation: A systematic review and meta-analysis of randomized controlled trials. Physiotherapy Theory and Practice 39:12, pages 2569-2588.
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Katrina Kenah, Julie Bernhardt, Toby Cumming, Neil Spratt, Julie Luker & Heidi Janssen. (2018) Boredom in patients with acquired brain injuries during inpatient rehabilitation: a scoping review. Disability and Rehabilitation 40:22, pages 2713-2722.
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Fredrik Glännfjord, Helena Hemmingsson & Åsa Larsson Ranada. (2017) Elderly people’s perceptions of using Wii sports bowling – A qualitative study. Scandinavian Journal of Occupational Therapy 24:5, pages 329-338.
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Jorge Rey-Martinez & Nicolás Pérez-Fernández. (2016) Open source posturography. Acta Oto-Laryngologica 136:12, pages 1225-1229.
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Kate Paquin, Jamie Crawley, Jocelyn E. Harris & Sean Horton. (2016) Survivors of chronic stroke – participant evaluations of commercial gaming for rehabilitation. Disability and Rehabilitation 38:21, pages 2144-2152.
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Anette Forsberg, Ylva Nilsagård & Katrin Boström. (2015) Perceptions of using videogames in rehabilitation: a dual perspective of people with multiple sclerosis and physiotherapists. Disability and Rehabilitation 37:4, pages 338-344.
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Jesper Mortensen, Lola Qvist Kristensen, Eva Petersson Brooks & Anthony Lewis Brooks. (2015) Women with fibromyalgia’s experience with three motion-controlled video game consoles and indicators of symptom severity and performance of activities of daily living. Disability and Rehabilitation: Assistive Technology 10:1, pages 61-66.
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Danielle E. Levac & Patricia A. Miller. (2013) Integrating virtual reality video games into practice: Clinicians' experiences. Physiotherapy Theory and Practice 29:7, pages 504-512.
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Shilpa Krishnan, Mahender A. Mandala, Steven L. Wolf, Ayanna Howard & Trisha M. Kesar. (2023) Perceptions of stroke survivors regarding factors affecting adoption of technology and exergames for rehabilitation. PM&R 15:11, pages 1403-1410.
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Yusha Liu, Rafael M. L. Silva, Jeffrey B. Friedrich, Dennis S. Kao, Pierre D. Mourad & Aaron E. Bunnell. (2022) Surface Electromyography-Driven Therapeutic Gaming for Rehabilitation of Upper Extremity Weakness: A Pilot Study. Plastic & Reconstructive Surgery 150:1, pages 125-131.
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Marwa Halabi, Inaam Khalaf & Salam Bani Hani. (2021) The lived experience of patients suffering from stroke and their perception of palliative care needs: a literature review. Working with Older People 26:2, pages 120-129.
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Lucia Billeci, Alessandro Tonacci, Maria Aurora Morales, Guja Astrea & Roberta Battini. (2022) An Alternative Approach To Home-Based Rehabilitation Of Children With Spinal Muscular Atrophy. An Alternative Approach To Home-Based Rehabilitation Of Children With Spinal Muscular Atrophy.
Karen Sie, Yuk Ming Tang & Kenneth Nai Kuen Fong. 2022. Cases on Virtual Reality Modeling in Healthcare. Cases on Virtual Reality Modeling in Healthcare 85 109 .
Johanna Jonsdottir, Francesca Baglio, Patrizia Gindri, Sara Isernia, Carlotta Castiglioni, Cristina Gramigna, Giovanna Palumbo, Chiara Pagliari, Sonia Di Tella, Gloria Perini, Thomas Bowman, Marco Salza & Franco Molteni. (2021) Virtual Reality for Motor and Cognitive Rehabilitation From Clinic to Home: A Pilot Feasibility and Efficacy Study for Persons With Chronic Stroke. Frontiers in Neurology 12.
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Colleen G. Canning, Natalie E. Allen, Evelien Nackaerts, Serene S. Paul, Alice Nieuwboer & Moran Gilat. (2020) Virtual reality in research and rehabilitation of gait and balance in Parkinson disease. Nature Reviews Neurology 16:8, pages 409-425.
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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.
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Katie Thomson, Alex Pollock, Carol Bugge & Marian C Brady. (2020) Commercial gaming devices for stroke upper limb rehabilitation: The stroke survivor experience. Journal of Rehabilitation and Assistive Technologies Engineering 7, pages 205566832091538.
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Nahid Norouzi-Gheidari, Alejandro Hernandez, Philippe S. Archambault, Johanne Higgins, Lise Poissant & Dahlia Kairy. (2019) Feasibility, Safety and Efficacy of a Virtual Reality Exergame System to Supplement Upper Extremity Rehabilitation Post-Stroke: A Pilot Randomized Clinical Trial and Proof of Principle. International Journal of Environmental Research and Public Health 17:1, pages 113.
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Karin Törnbom & Anna Danielsson. (2018) Experiences of treadmill walking with non-immersive virtual reality after stroke or acquired brain injury – A qualitative study. PLOS ONE 13:12, pages e0209214.
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Debbie Rand, Noa Givon & Michal Avrech Bar. (2018) A video-game group intervention: Experiences and perceptions of adults with chronic stroke and their therapists. Canadian Journal of Occupational Therapy 85:2, pages 158-168.
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Johanna Jonsdottir, Rita Bertoni, Michael Lawo, Angelo Montesano, Thomas Bowman & Silvia Gabrielli. (2018) Serious games for arm rehabilitation of persons with multiple sclerosis. A randomized controlled pilot study. Multiple Sclerosis and Related Disorders 19, pages 25-29.
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Bruno BonnechèreBruno Bonnechère. 2018. Serious Games in Physical Rehabilitation. Serious Games in Physical Rehabilitation 41 109 .
Marylyn Alex, Chia-Yen Chen & Burkhard C. Wunsche. (2017) A review of sensor devices in stroke rehabilitation. A review of sensor devices in stroke rehabilitation.
Bruno BonnechèreMélissa Van VoorenBart JansenJan S. Van SintMohamed RahmounMaryam Fourtassi. (2017) Patients' Acceptance of the Use of Serious Games in Physical Rehabilitation in Morocco. Games for Health Journal 6:5, pages 290-294.
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Hsin-Chieh LeeChia-Lin HuangSui-Hua HoWen-Hsu Sung. (2017) The Effect of a Virtual Reality Game Intervention on Balance for Patients with Stroke: A Randomized Controlled Trial. Games for Health Journal 6:5, pages 303-311.
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Hee-Tae Jung, Hwan Kim, Jugyeong Jeong, Bomin Jeon, Taekeong Ryu & Yangsoo Kim. (2017) Feasibility of using the RAPAEL Smart Glove in upper limb physical therapy for patients after stroke: A randomized controlled trial. Feasibility of using the RAPAEL Smart Glove in upper limb physical therapy for patients after stroke: A randomized controlled trial.
Ather Nawaz, Nina Skjæret, Jorunn Lægdheim Helbostad, Beatrix Vereijken, Elisabeth Boulton & Dag Svanaes. (2016) Usability and acceptability of balance exergames in older adults: A scoping review. Health Informatics Journal 22:4, pages 911-931.
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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.
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Bruno Bonnechère, Bart Jansen, Lubos Omelina & Serge Van Sint Jan. (2016) The use of commercial video games in rehabilitation: a systematic review. International Journal of Rehabilitation Research 39:4, pages 277-290.
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Minyoung LeeSung-Bom PyunJinjoo ChungJungjin KimSeon-Deok EunBumChul Yoon. (2016) A Further Step to Develop Patient-Friendly Implementation Strategies for Virtual Reality–Based Rehabilitation in Patients With Acute Stroke. Physical Therapy 96:10, pages 1554-1564.
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Bruno BonnechèreBart JansenLubos OmelinaVictor SholukhaSerge Van Sint Jan. (2016) Validation of the Balance Board for Clinical Evaluation of Balance During Serious Gaming Rehabilitation Exercises. Telemedicine and e-Health 22:9, pages 709-717.
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Hannah R. MarstonShannon FreemanKristen A. BishopChristian L. Beech. (2016) A Scoping Review of Digital Gaming Research Involving Older Adults Aged 85 and Older. Games for Health Journal 5:3, pages 157-174.
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Dahlia Kairy, Mirella Veras, Philippe Archambault, Alejandro Hernandez, Johanne Higgins, Mindy F. Levin, Lise Poissant, Amir Raz & Franceen Kaizer. (2016) Maximizing post-stroke upper limb rehabilitation using a novel telerehabilitation interactive virtual reality system in the patient's home: study protocol of a randomized clinical trial. Contemporary Clinical Trials 47, pages 49-53.
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N Barrett, I Swain, C Gatzidis & C Mecheraoui. (2016) The use and effect of video game design theory in the creation of game-based systems for upper limb stroke rehabilitation. Journal of Rehabilitation and Assistive Technologies Engineering 3, pages 205566831664364.
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Kelly J. Bower, Julie Louie, Yoseph Landesrocha, Paul Seedy, Alexandra Gorelik & Julie Bernhardt. (2015) Clinical feasibility of interactive motion-controlled games for stroke rehabilitation. Journal of NeuroEngineering and Rehabilitation 12:1.
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Tiffany L. Wang, Tyler D. Ames, Khoi M. Le, Corinne Wee, Laura S. Phieffer & Carmen E. Quatman. (2015) Training Advanced Practice Providers to Collect Functional Outcomes After Fragility Fractures. Geriatric Orthopaedic Surgery & Rehabilitation 6:3, pages 130-139.
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Julie Luker, Elizabeth Lynch, Susanne Bernhardsson, Leanne Bennett & Julie Bernhardt. (2015) Stroke Survivors' Experiences of Physical Rehabilitation: A Systematic Review of Qualitative Studies. Archives of Physical Medicine and Rehabilitation 96:9, pages 1698-1708.e10.
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LaTasha R. SwansonDavid M. Whittinghill. (2015) Intrinsic or Extrinsic? Using Videogames to Motivate Stroke Survivors: A Systematic Review. Games for Health Journal 4:3, pages 253-258.
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Allison Ellington, Richard Adams, Marga White & Paul Diamond. (2015) Behavioral Intention to Use a Virtual Instrumental Activities of Daily Living System Among People With Stroke. The American Journal of Occupational Therapy 69:3, pages 6903290030p1-6903290030p8.
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Jenny Wingham, Katja Adie, David Turner, Christine Schofield & Colin Pritchard. (2014) Participant and caregiver experience of the Nintendo Wii Sports TM after stroke: qualitative study of the trial of Wii TM in stroke (TWIST) . Clinical Rehabilitation 29:3, pages 295-305.
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Jörn Kiselev, Marten Haesner, Mehmet Gövercin & Elisabeth Steinhagen-Thiessen. (2015) Implementation of a Home-Based Interactive Training System for Fall Prevention: Requirements and Challenges. Journal of Gerontological Nursing 41:1, pages 14-19.
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Anita Atwal, Arthur Money & Michele Harvey. (2014) Occupational Therapists’ Views on Using a Virtual Reality Interior Design Application Within the Pre-Discharge Home Visit Process. Journal of Medical Internet Research 16:12, pages e283.
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Amanda E. StaianoRachel Flynn. (2014) Therapeutic Uses of Active Videogames: A Systematic Review. Games for Health Journal 3:6, pages 351-365.
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Savitha Subramaniam, Christina Wan-Ying Hui-Chan & Tanvi Bhatt. (2014) A Cognitive-Balance Control Training Paradigm Using Wii Fit to Reduce Fall Risk in Chronic Stroke Survivors. Journal of Neurologic Physical Therapy 38:4, pages 216-225.
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Katie Thomson, Alex Pollock, Carol Bugge & Marian Brady. (2014) Commercial Gaming Devices for Stroke Upper Limb Rehabilitation: A Systematic Review. International Journal of Stroke 9:4, pages 479-488.
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Jun Hwan ChoiEun Young HanBo Ryun KimSun Mi KimSang Hee ImSo Young LeeChul Woong Hyun. (2014) Effectiveness of Commercial Gaming-Based Virtual Reality Movement Therapy on Functional Recovery of Upper Extremity in Subacute Stroke Patients. Annals of Rehabilitation Medicine 38:4, pages 485.
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Chien Yu Lin & Shu Ling Hsien. (2013) Effects of Interactive Technology on Home-Based Rehabilitation for Chronic Stroke Patient. Advanced Materials Research 831, pages 446-449.
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Penelope A. McNulty. (2012) Games for Rehabilitation: Wii-based Movement Therapy Improves Poststroke Movement Ability. Games for Health Journal 1:5, pages 384-387.
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Michele Harms. (2012) Advancing technology in rehabilitation. Physiotherapy 98:3, pages 181-182.
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