Feasibility of gaming console exercise and its effect on endurance, gait and balance in people with...
Transcript of Feasibility of gaming console exercise and its effect on endurance, gait and balance in people with...
2013
http://informahealthcare.com/bijISSN: 0269-9052 (print), 1362-301X (electronic)
Brain Inj, 2013; 27(12): 1402–1408! 2013 Informa UK Ltd. DOI: 10.3109/02699052.2013.823654
ORIGINAL ARTICLE
Feasibility of gaming console exercise and its effect on endurance, gaitand balance in people with an acquired brain injury
Nelson J. McClanachan1,2, Janelle Gesch3, Nampech Wuthapanich4, Jennifer Fleming1,3,5, & Suzanne S. Kuys6,7
1School of Health and Rehabilitation Sciences, University of Queensland, Australia, 2Redcliffe Hospital, Brisbane, Australia, 3Princess Alexandra
Hospital, Brisbane, Australia, 4Centre for Research in Geriatric Medicine, University of Queensland, Australia, 5Centre of Functioning and Health
Research, Metro South Hospital and Health Service, Queensland Health, Queensland, Australia, 6Metro North Hospital and Health Service,
Queensland Health, Queensland, Australia, and 7Griffith Health Institute, Griffith University, Australia
Abstract
Objective: To determine feasibility of gaming console exercise and its effect on endurance, gaitand balance in people following acquired brain injury (ABI).Method: Twenty-one people following ABI were recruited to an 8-week randomized cross-overtrial where 4 weeks of gaming console exercise in addition to usual therapy and 4 weeks ofusual therapy alone were received. Feasibility measures included compliance, session durationand adverse events. Measures included endurance measured using a 6-minute walk test,spatiotemporal gait parameters (GAITRite) and balance using Balance Outcome Measure forElder Rehabilitation (BOOMER). Motivation was measured using the Change AssessmentQuestionnaire.Results: Compliance with gaming console exercise was high (99%), the majority of sessionsreached duration target (82%) and there were no adverse events. There were small, thoughnon-significant increases in 6-minute walk distance (18 metres, 95% CI¼�33 to 69), gait speed(0.11 m s�1, 95% CI¼�0.18 to 0.29) and balance compared to after usual therapy after gamingconsole exercise.Conclusions: Gaming console exercise appears feasible in people with ABI. Four weeks ofgaming console exercise in addition to usual therapy appears to result in similar improvementsin endurance, gait and balance compared to usual therapy alone and may enhance activeengagement in therapy.
Keywords
Brain injury, rehabilitation, virtual reality,Wii-Fit
History
Received 3 October 2012Revised 15 May 2013Accepted 7 July 2013Published online 3 October 2013
Introduction
Following an acquired brain injury many people live with
severe or profound activity limitations [1]. While the
heterogeneity of this population makes it difficult to establish
a deficit archetype [2], gait and balance deficits are common
following an acquired brain injury [2–4]. In comparison,
endurance deficits in this population have received limited
investigation [5]. This is surprising considering the import-
ance of endurance for community ambulation [6]; the level of
mobility that permits participation in social and leisure
activities [7]. In people with a traumatic brain injury, peak
aerobic capacity, a strong indicator of endurance [8], has been
reported as 65–74% of normative values [9], suggesting that
deficits in endurance, along with balance and gait, are present
in people with an acquired brain injury and necessitate
effective rehabilitation.
Cognitive, behavioural and personality impairments are
also common in people with an acquired brain injury. These
difficulties with attention, motivation and initiation [10] often
impact participation and engagement in therapy [11, 12] and
can be detrimental to physical recovery and progress in
rehabilitation [13]. With a large proportion of this population
being adolescents or young males [1] who may have difficulty
attending to a task for prolonged periods, virtual reality
represents a potentially appropriate intervention to facilitate
engagement in therapy.
Virtual reality refers to computer-generated, interactive
simulations that allow users to engage in ‘real life’ environ-
ments [14]. It has shown potential in neurological rehabili-
tation, most notably in people following stroke [14, 15].
Although upper limb retraining has generally been the focus
of investigations [14], the effects of virtual reality on
endurance, gait and balance have also been examined.
Despite a systematic review [16] finding insufficient evidence
to draw conclusions on the effect of virtual reality on gait
speed post-stroke, recent studies have reported benefits [17,
18]. Virtual reality retraining has received some investigation
in people after traumatic brain injury. Improvements in
balance [19, 20] and endurance [21, 22] have been
demonstrated, although the majority of these studies have
been single case studies. The effect of virtual reality on gait,
Correspondence: Dr Suzanne Kuys, Allied Health Research Collabora-tive, Metro North Hospital and Health Service, The Prince CharlesHospital, Rode Road, Chermside, Queensland, Australia, 4032. Tel: 61 731396319. Fax: 61 7 31396228. Email: [email protected]
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balance and endurance deficits in people with an acquired
brain injury warrants further investigation.
The advent of commercially available gaming consoles
means that widespread implementation of virtual reality
devices is now possible. As an affordable, accessible and
simple device, the Nintendo Wii-Fit represents a practical
therapy option. It uses a pressure sensitive balance board that
tracks centre of gravity and weight shift [23]. The Nintendo
Wii-Fit includes a range of aerobic, balance, yoga and
strengthening tasks. It incorporates games that are goal-
oriented and motivating, providing visual and verbal feed-
back. The games are competitive; users try harder to ‘win’
and this could lead to increased engagement and intensity of
rehabilitation.
Although the Wii-Fit is marketed as a tool to improve
balance and fitness there is limited evidence supporting its
role in neurological rehabilitation. A recent study reported
high levels of acceptability, learnability and confidence using
the Nintendo Wii-Fit in a group of people with neurological
conditions with balance deficits [24]; however, participants
undertook only one session using the Wii-Fit. Improvements
in balance and muscle strength have been demonstrated in
healthy middle-aged women after 10 weeks of Wii-Fit [25]
and improvements in walking speed and balance were also
found in a small sample of healthy elderly adults after the
implementation of a 3-month Wii-Fit home program [26].
These results are promising and suggest that the Nintendo
Wii-Fit may be beneficial for improving endurance, gait and
balance in a neurological population.
Therefore, the aim of this study is to determine whether the
Nintendo Wii-Fit is feasible to use as an intervention during
rehabilitation in people with an acquired brain injury. The
specific research questions are: (1) Is training using the
Nintendo Wii-Fit feasible in people following an acquired
brain injury? (2) Does a 4-week Nintendo Wii-Fit interven-
tion, in addition to usual therapy, lead to improvements in
endurance, gait and balance? (3) Does the addition of
Nintendo Wii-Fit to usual therapy alter the readiness to
engage in therapy? It is hypothesized that a Nintendo Wii-Fit
intervention will be feasible, will lead to improvements in
endurance, gait and balance in people with an acquired brain
injury and may improve readiness to engage in therapy.
Methods
Design
An 8-week randomized cross-over trial using blinded assessors
and intention-to-treat analysis was conducted at a brain injury
specific rehabilitation unit. Participants underwent two 4-week
blocks of therapy; a 4-week block of Wii-Fit in addition to their
usual therapy and 4 weeks of usual therapy alone, in a
randomized order. Ethical approval was obtained from both
Hospital and University Human Research ethics committees
and all participants provided written informed consent.
Participants and setting
Participants were recruited through the Brain Injury
Rehabilitation Unit at the Princess Alexandra Hospital in
Brisbane, Australia; a 26-bed ward providing tertiary
rehabilitation services for those with an acquired brain
injury. It is the largest brain-injury specific facility in
Queensland with an annual throughput of �200 patients.
To be eligible, patients needed to have a diagnosis of an
acquired brain injury, be able to walk with supervision (with
or without an aid), have the ability to understand and follow
simple instructions and be receiving inpatient rehabilitation.
Exclusion criteria included behavioural problems affecting
participation, uncontrolled health conditions or severe visual,
vestibular or orthopaedic problems.
Intervention
Participants completed two 4-week therapy blocks in a
randomized order. One block consisted of Wii-Fit in addition
to usual therapy, while the other was usual therapy alone.
Measures were taken by a blinded assessor prior to interven-
tion (baseline), at completion of the first 4-week block and at
completion of the second 4-week block. Demographic
information such as age, gender, occupation, history of
presenting brain injury, length of post-traumatic amnesia
(PTA) and admission Clinical Outcomes Variables Scale [27]
score was collected.
During the Wii-Fit block, participants received three
sessions of Wii-Fit each week for 4 weeks. Sessions lasted
for up to 30 minutes, incorporating aerobic and balance
activities selected according to the abilities, deficits and
interests of the participant. Verbal and manual facilitation was
provided to maintain safety, guide movement and improve
technique. The duration of play was recorded for each game.
Wii-Fit was administered in addition to each participant’s
usual physiotherapy programme.
Usual physiotherapy continued throughout the duration of
the study and was conducted by qualified physiotherapists
using a combination of motor relearning and Bobath
approaches. Sessions lasted from between 30–60 minutes
and were targeted at each participant’s functional problems
and deficits.
Outcome measures
Feasibility was determined by measuring compliance with the
intervention (number and duration of sessions completed) and
by recording any adverse events. Frequency, type and duration
of games played during the Wii-Fit block were also docu-
mented. Average and maximum heart rate during each Wii-Fit
session was measured using a Polar heart rate monitor.
Once a week, during the Wii-Fit block, participant
perception of the Wii-Fit was measured. Participants were
asked to rate their level of enjoyment, workload and fatigue
during the sessions using a 10 cm horizontal visual analogue
scale (VAS) with anchors at both ends. The left anchor
reflected a low score (i.e. not enjoyable, not fatigued, light
workload), while the right anchor denoted a high score (i.e.
extremely enjoyable, extremely fatigued, heavy workload).
The Borg Rate of Perceived Exertion (RPE) [28] scale was
used to measure participant perception of the intensity during
Wii-Fit sessions.
The effect of the Wii-Fit on endurance, gait and bal-
ance was also investigated. Endurance was measured using
the 6 Minute Walk Test (6MWT) conducted in accordance
DOI: 10.3109/02699052.2013.823654 Gaming console exercise in acquired brain injury 1403
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with the American Thoracic Society Guidelines [29].
Spatiotemporal gait parameters, speed, cadence and step
length (paretic and non-paretic) were measured using a
GAITRite system [30]. Participants made two passes over the
walkway, one at a comfortable pace and the other at a fast
pace. Balance was assessed using the Balance Outcome
Measure for Elder Rehabilitation (BOOMER), a composite
measure of the standing balance construct [31] comprising a
step test, functional reach, timed up and go and static stance
with eyes closed. Performance in each of the four components
is scored on an ordinal scale out of 4, providing a total score
of 16. High-level mobility was measured using the High-level
mobility assessment tool (HiMat) [32], which comprises
13 items including high level walking tasks, stairs, running,
hopping and bounding.
Readiness to engage in therapy was measured using the
Change Assessment Questionnaire [33] specifically devel-
oped for use with individuals with a brain injury. The Change
Assessment Questionnaire, based on the Stages of Change
model [34], identifies three stages of change (pre-contempla-
tion, contemplation and action) related to self-awareness of
problems and readiness to change behaviours resulting from
the brain injury [35]. Eight items from each stage of change
are rated using a 5-point Likert scale, with 1 indicating strong
disagreement and 5 indicating strong agreement. A total
score for each stage of change (out of 40) is calculated, with
higher scores indicative of the participant’s stage of change
(e.g. higher scores on the action sub-scale indicate the
participant is in the action stage of change).
Data analysis
Descriptive statistics were calculated for all measures over the
three assessment periods; baseline, following Wii-Fit and
after usual therapy. The mean (SD) change in endurance, gait
and balance measures following each block was also
calculated as the within-intervention difference (pre-interven-
tion minus post-intervention). Between-intervention differ-
ences for endurance, gait and balance outcomes were analysed
using paired t-tests for parametric variables and Wilcoxon
Signed Ranks test for non-parametric variables. Results
were reported as means and standard deviations or means
and 95% Confidence Interval (CI). Responses on the
Change Assessment Questionnaire were totalled for each
stage (pre-contemplation, contemplation and action).
Within-intervention and between-intervention comparisons
were made using Wilcoxon Signed Ranks test. Analysis was
performed using SPSS version 19.0 and statistical signifi-
cance was set at 0.05.
Results
Participant characteristics
Twenty-one participants were recruited into the study;
10 (48%) following traumatic brain injury and 11 (52%)
following other types of brain injuries (i.e. stroke, arterio-
venous malformation resection). There were 12 males and
nine females included. Eleven (52%) participants received
Wii-Fit intervention in the first 4-weeks. Due to earlier-
than-expected discharges, not all participants completed both
intervention blocks. Three participants were discharged prior
to week 4 and only baseline data was collected for them.
Outcome measures for two assessment periods (baseline,
week 4) were collected for 18 participants. Full data was
collected for 14 participants. Figure 1 illustrates the flow of
participants through the study. Participant characteristics are
presented in Table I.
Feasibility of the intervention
Feasibility measures were recorded for the first eight
participants to complete the Wii-Fit intervention block. Due
to staffing issues, this could not be maintained over the entire
duration of the study. Compliance with Wii-Fit sessions
was 99%, with only one of the 96 prescribed sessions
(8 participants� 3 sessions� 4 weeks) missed. The target of
30 minutes activity was achieved in 82% of sessions,
increasing from week 1 (62.5%) to week 4 (92%). Sessions
that did not reach 30 minutes ranged from 16–28 minutes in
length. Over the course of the intervention, no adverse events
were recorded. Sessions comprised a combination of activities
chosen from the Wii-Fit Plus suite of games. Four games were
played in more than 50% of sessions (448 times); Penguin
slide (played 73 times), Table Tilt (61 times), Balance Bubble
(49 times) and Ski Jump (47 times). The least popular games
played (played less than 5 times) were Step basic, Golf,
Snowboarding, Juggling and Balance Bubble Plus. The mean
(range) duration of play for any game was 4 (1–21) minutes.
Average heart rate for an individual Wii-Fit session was
107 bpm (SD¼ 3). The average maximum heart rate recorded
was 131 bpm (SD¼ 6), ranging from 125 bpm (SD¼ 22) in
week 2 with the highest intensity reported in week 4
(139 bpm, SD¼ 29).
Participants rated the intensity of Wii-Fit sessions with a
mean Borg RPE score of 4.3 (SD¼ 0.3), which corresponds
to a ‘somewhat hard to hard’ level of exertion. Mean VAS
scores for workload and fatigue were 5 (SD¼ 0.2) and 4.6
(SD¼ 0.4), respectively. The Wii-Fit sessions were rated as
moderately enjoyable, with a mean VAS score of 6.7
(SD¼ 0.3).
Effect of Nintendo Wii-Fit
Table II presents the mean (SD) endurance, gait (spatiotem-
poral parameters) and balance measures taken at baseline,
following the Wii-Fit intervention (Post-Wii) and after usual
therapy (Post-Usual). The mean (SD) distance walked in
6 minutes was 374 metrres (184) post-Wii-Fit intervention
and 381 metres (197) post-usual therapy. After 4 weeks of
Wii-Fit, mean (SD) comfortable and fast gait speed were
0.98 m s�1 (0.49) and 1.31 m s�1 (0.71), respectively.
Participants achieved a mean (IQR) BOOMER score of
13 (10–16) after the Wii-Fit block.
The mean (SD) within-intervention differences for endur-
ance, gait and balance measures after Wii-Fit and usual
therapy are presented in Table II. Distance walked in 6
minutes improved 70 metres (SD¼ 49) following Wii-Fit
compared by 54 metres (SD¼ 73) after usual therapy. At a
comfortable pace, participants walked 0.18 m s�1 (SD¼ 0.17)
faster after Wii-Fit and 0.09 m s�1 (SD¼ 0.20) faster follow-
ing usual therapy. At a fast pace, participants walked
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0.22 m s�1 (SD¼ 0.23) faster following Wii-Fit and
0.24 m s�1 (SD¼ 0.25) faster after usual therapy.
Table II presents the mean (95% CI) between-intervention
differences for endurance, gait and balance measures. There
were no significant between-intervention differences for any
measure.
Engagement in therapy
At baseline, the average (SD) pre-contemplation score out of a
maximum 40 points was 16 (4), the contemplation score was
30 (6) and action score was 31 (5). These remained largely
unchanged following the Wii intervention and usual care. The
only significant difference was for the contemplation score
following usual care which increased to 33 (SD¼ 3)
(p¼ 0.05). At baseline there were 15 participants who
scored highest on the action scale, three with highest scores
on the contemplation scale, one with equal action and
contemplation scores and one with equal pre-contemplation
and action scores. After the usual care phase, there were eight
participants who scored highest on the action scale, five who
scored highest on the contemplation scale and four who
scored equally on the action and contemplation scales. After
the Wii Fit phase, 14 of the remaining 15 participants scored
highest on the action scale and the other had equal scores on
the contemplation and action scales. Therefore, the proportion
of participants endorsing statements related to the action stage
of change was greatest following the Wii-Fit phase.
Discussion
This study demonstrates that the Wii-Fit is feasible to use in
the rehabilitation of people with an acquired brain injury.
Compliance with the intervention was high, the majority of
sessions reached the target duration and participants rated the
sessions as enjoyable. Four weeks of Wii-Fit, in addition to
usual therapy, led to improvements in endurance, gait and
balance in people with an acquired brain injury. These
improvements, however, were not statistically significantly
compared to those found after usual therapy alone.
There are several features of the Wii-Fit that make it
a feasible rehabilitation tool. One is its capacity to engage
users via goal-orientated and fun virtual games. This has
been reported following other types of virtual rehabilitation
[20, 36] as well as Wii-Fit [24] and is important in people
with an acquired brain injury. The long recovery period
following acquired brain injury further emphasizes the need
for engaging, motivating and varied therapy [37]. Throughout
the entire intervention, only one Wii-Fit session was missed
Figure 1. Participant flow.
WEEK 4 - Assessment – Endurance, gait, balance measures(n = 18)
Block 2: Usual therapyalone (n = 9)
Block 2: Wii-Fit +Usual therapy (n = 9)
WEEK 8 Assessment – Endurance, gait and balance measures(n = 14)
DischargeEarly (n = 3)
Randomised to Wii-Fit + Usualtherapy (n = 11)
Randomized to Usual therapy alone(n= 10)
WEEK 0 - Baseline Assessment(Endurance, Gait, balance
measures)
Discharge Early(n =1)
DischargeEarly (n = 2)
Discharge Early(n = 1)
Assessed for eligibility andrecruited to study (n = 21)
Table I. Participant characteristics.
Characteristic M (SD) n (%)
Age (years) 33 (13)Gender
Male 12 (57)Female 9 (43)
HemiplegiaRight 5 (24)Left 10 (48)Both 6 (28)
Admission COVs score 59 (19)Admission FIM 79 (18)Time post-injury to recruitment (days) 86 (60)Length of PTA (days) (n¼ 10) 58 (27)Length of rehabilitation stay (days) 88 (44)
COVs, Clinical outcomes variables score; FIM, Functional independencemeasure; PTA, Post-traumatic amnesia.
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and this was due to a lack of available staff. The high
compliance, level of enjoyment and engagement found in the
current study could be related to several factors including
positive participant perception [24]; feeling a sense of control
by being involved in game selection and through the
competitive element participants were motivated to beat
both their own and each other’s scores. Although this latter
issue assisted with maintaining attention, it made it difficult to
correct technique and facilitate good movement as partici-
pants were pre-occupied with winning. The effectiveness of
the Wii-Fit at engaging people with an acquired brain injury
may be further illustrated by the fact that 82% of sessions
reached the prescribed duration of 30 minutes. However,
participants did change games frequently (every 4 minutes),
highlighting the need for a large selection of games and the
importance of Wii-Fit extensions such as the Wii-Fit Plus.
Another positive feature of the Wii-Fit is that it can be a
form of social activity. Following a brain injury, participation
in leisure activities is reduced [38]. Outside a hospital
environment, the Wii-Fit is a mainstream and popular leisure
activity that is viewed positively by young people and is not
associated with rehabilitation. Incorporating Wii-Fit into
therapy may assist people with an acquired brain injury to
develop the skills and confidence to use it as a form of social
activity. One participant set a goal of playing Wii-Fit with his
son at home.
Each participant’s functional ability and interests influ-
enced the selection of games played during Wii-Fit sessions.
The most frequently played games came under the ‘Balance’
category of the Wii-Fit suite. These games involved
controlled weight shifting to a target and were appropriate
for low-level patients. High-level participants, experiencing
difficulties with timing and amplitude of weight shift, also
found these games challenging. Interestingly, low-level par-
ticipants were often better at the balance games, perhaps
because of their poverty of movement. The severity of
hemiparesis also influenced game selection and some
participants were unable to play games that required two
arms (i.e. boxing) due to their hemiplegic upper limb.
Throughout the intervention period, games were often
modified to facilitate improved performance and maintain
safety. Many participants found it difficult to step repeatedly
on and off the balance board during boxing so only the
‘punching’ component was included. Several participants
with poor balance and gait required the environment to be
altered to provide increased support. This included having a
bolster set up on the unaffected side, providing manual
facilitation to the hemiplegic leg and giving rests as required.
It appears that the Wii-Fit may be feasible as a form of
endurance training. The American College of Sports
Medicine [39] proposes that, to improve cardiovascular
fitness, a training intensity of at least 55–65% of maximum
heart rate is required. Mean heart rate during Wii-Fit sessions
was between 52–64% of maximum heart rate. While this is at
the lower end of the recommended range, two participants
(out of the first eight for whom feasibility measures were
recorded) were unable to complete any aerobic games,
resulting in their heart rate showing little increase during a
session. Without these two participants, the average heart rate
within a session corresponded to between 60–72% of
maximum heart rate. Participant’s perception of the Wii-Fit
sessions also indicates that improving endurance is feasible.
Intensity of the Wii-Fit sessions was rated as ‘somewhat hard
to hard’, with moderate VAS scores also recorded for
workload and fatigue. This is positive in terms of feasibility,
demonstrating that the sessions were demanding enough to
have an effect, but did not fatigue participants to such an
extent that other therapy was affected.
It appears that 4 weeks of inpatient rehabilitation may have
some impact on endurance in people with an acquired brain
injury. This is the first study to investigate this. Participants
walked 70 metres (SD¼ 73) further in 6 minutes following
Wii-Fit and 54 metres (SD¼ 73) further after usual therapy.
This is at least the proposed minimum clinically important
difference of 54 metres [40]. Gait speed is an important
clinical measure that is associated with mortality [41],
community ambulation [6] and discharge destination [42].
The improvements recorded in comfortable (0.18 m s�1,
SD¼ 0.17) and fast gait speed (0.22 m s�1, SD¼ 0.23)
following the Wii-Fit intervention block are both more than
Table II. Mean (SD) endurance, gait and balance measures at baseline, post-Wii and post-usual. Mean (SD) within-intervention (post-Wii and post-usual) and mean (95% CI) between-intervention differences.
Assessment period Within-intervention difference Between-interventiondifference, Wii
OutcomeBaseline(n¼ 21)
Post-Wii(n¼ 15)
Post-usual(n¼ 16)
Wii(n¼ 15)
Usual(n¼ 16)
minus usual(n ¼ 14)
Endurance6MWTa (m) 288 (181) 374 (184) 381 (197) 70 (49) 54 (73) 18 (�33 to 69)
Gait parametersGait speed – comfortable (m s�1) 0.77 (0.47) 0.98 (0.49) 0.91 (0.48) 0.18 (0.17) 0.09 (0.20) 0.11 (�0.18 to 0.29)Cadence – comfortable (step min�1) 79 (32) 95 (32) 89 (32) 12 (10) 7 (14) 9 (�9 to 27)Step length – paretic (m) 0.52 (0.19) 0.58 (0.19) 0.56 (0.19) 0.04 (0.05) 0.02 (0.1) 0.05 (�0.04 to 0.12)Step length – non-paretic (m) 0.52 (0.17) 0.58 (0.20) 0.57 (0.18) 0.04 (0.07) 0.03 (0.1) 0.09 (�0.03 to 0.21)Gait speed – fast (m s�1) 1.10 (0.62) 1.31 (0.71) 1.38 (0.74) 0.22 (0.23) 0.24 (0.25) �0.03 (�0.26 to 0.20)
BalanceBOOMERb/16 12 (4) 13 (4) 13 (3) 1 (2) 0 (1) 1*HiMat/54 13 (13) 19 (15) 21 (16) 6 (6) 6 (8) �1*
a6-minute walk test; bbalance outcome measure for elder rehabilitation.*No 95% CI as Wilcoxin Signed Ranks test for non-parametric variables performed.
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the minimum clinically important difference of 0.16 m s�1
[43]. These findings support other studies that have shown
increases in gait speed following virtual rehabilitation
compared to a control intervention [15, 19, 36]. Similarly,
balance also demonstrated improvement following the Wii-Fit
intervention. These findings indicate that the addition of Wii-
Fit to usual therapy is not detrimental and may lead to
improvements in endurance, gait and balance.
Generally speaking this group of patients with an acquired
brain injury had some awareness of the problems resulting
from their brain injury; were coming to terms with their
problems and were actively seeking to change their behaviour.
The average score on the pre-contemplation sub-scale of the
Change Assessment Questionnaire was 16 points, ranging
from 10–23. Scores for the contemplation and action sub-
scales were high; in excess of 30 points. This suggests that
these participants recognized the need to change and were
already actively engaged in the rehabilitation process [33].
Participation in the Wii-Fit program was associated with
an even greater proportion of participants who scored
highest on the active scale of the Change Assessment
Questionnaire. These results, while preliminary and descrip-
tive in nature, suggest that use of a mainstream virtual reality
device in adjunct to usual therapy may enhance the level of
engagement in rehabilitation and at the very least it does not
detract from the patient’s perceived value of the therapy
experience.
There are several limitations of this study that should be
acknowledged. One of these was the relatively small sample
size. As the study was only examining feasibility and the
potential of the Wii-Fit to be used an adjunct to therapy, it was
not designed to recruit a large enough sample size to show the
benefit of Wii-Fit compared to usual therapy. The heterogen-
eity of participants recruited into the study suggests that these
results can be generalized to a large cross-section of the brain-
injured population. Stroke patients and people with a
traumatic brain injury were included, with participants
ranging from 17–52 years of age who were in varying
phases of their rehabilitation; however, this may also have
limited findings. Future studies could consider recruiting
participants that are more homogenous. This would help
clarify the benefits of a Wii-Fit intervention for brain-injured
patients of differing physical abilities and time post-injury.
A sub-set of the brain-injured population not included in this
study was those with higher-level endurance, gait and balance
deficits who did not require intensive inpatient therapy.
As they were not receiving therapy at the Brain Injury Unit for
an extended period of time, these patients were not recruited.
As a result, the findings may not be applicable to this
component of the brain-injured population.
A further limitation of the study is the cross-over design.
Typically, a cross-over study includes a washout period [44].
It was decided that this was not feasible for this study due to
the short length of stay of participants once they were eligible
for inclusion. Although it is possible that the natural rate of
recovery was faster during the first 4-week period, the large
number of participants unable to complete the third assess-
ment due to being discharged highlights the difficulty of using
a cross-over study in this setting. In future, randomized
control trials need to be conducted to more accurately
investigate the effect of Wii-Fit on endurance, gait and
balance deficits in people with an acquired brain injury.
Summary
Wii-Fit, when implemented in addition to usual therapy, is
feasible to use in the rehabilitation of people with an acquired
brain injury. Compliance was high, participants rated the
sessions as enjoyable and no adverse events were recorded.
The study suggests that the incorporation of Wii-Fit in a
rehabilitation programme is not detrimental to the therapy
programme and may result in at least similar endurance, gait
and balance improvements in people with an acquired brain
injury as usual therapy.
Acknowledgements
The authors would like to acknowledge the support of the
staff at the Brain Injury Rehabilitation Unit at the Princess
Alexandra Hospital without which this study would not have
been possible. Metro South Health Service District and The
University of Queensland Human Research and Ethics
Committees approved this study. All participants gave written
informed consent before data collection began. Trial
Registration: ACTRN12610000875000.
Declaration of interest
This project was supported by a Queensland Health HP
Research Grant. The authors report no conflicts of interest.
The authors alone are responsible for the content and writing
of the paper.
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