Sticking to tradition
It seems older hospitalised adults like to ‘stick to tradition’ after a South Australian study shows these patients better react to traditional forms of therapy rather than interactive video games such as Nintendo Wii Fit.
It seems older hospitalised adults like to ‘stick to tradition’ after a South Australian study shows these patients better react to traditional forms of therapy rather than interactive video games such as Nintendo Wii Fit.
The Wii Fit is an exercise video game consisting of activities which includes yoga, strength training, and aerobics and balance games. It has reportedly been used for physiotherapy rehabilitation and has been adopted by various health clubs around the world, including nursing homes to improve the postures of elderly residents.
Researchers from Flinders University set out to investigate the most therapeutic tool in the rehabilitation of older hospitalised adults.
Published in this month’s issue of BMC Geriatrics, the study was led by Kate Laver, of the Department of Rehabilitation and Aged Care at Flinders University.
Researchers used a discrete choice experiment (DCE) before and after exposure to the intervention to determine the therapy preference for 21 participants.
A DCE was administered in interview-style format prior to and following several sessions of physiotherapy using the Wii Fit. Attributes of the DCE included mode of therapy, amount of therapy, cost of therapy program, and percentage of recovery made.
The physiotherapist who prescribed the Wii Fit activities was on hand to supervise and support the patient during the therapy sessions.
Prior to the therapy sessions, the participants were reportedly more concerned about therapy time, including avoiding programs that were too intensive, and the amount of recovery they would make. However, after the sessions, researchers found the participants were more concerned with the type of therapy performed, preferring traditional therapy programs rather than programs using the Wii Fit.
The researchers concluded the usefulness of Wii Fit and other interactive video games as therapy tools for hospitalised older adults was limited by the small proportion of those who were able to use the device, as well by the participants’ preference for traditional forms of therapy.
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