The Nintendo Wii as a tool for neurocognitive rehabilitation, training and health promotion

•Virtual reality games have been very useful in conjunction with standard treatments.•The Nintendo Wii has easy games that reach a large public and could be utilized in various areas of health care.•The Nintendo Wii has achieved good performance in initial studies, but additional research is needed...

Full description

Saved in:
Bibliographic Details
Published inComputers in human behavior Vol. 31; pp. 384 - 392
Main Authors Pessoa, Tamires Marinho, Coutinho, Danielle Sousa, Pereira, Valeska Martinho, Ribeiro, Natalia Pinho de Oliveira, Nardi, Antonio Egidio, Silva, Adriana Cardoso de Oliveira e
Format Journal Article
LanguageEnglish
Published Elsevier Ltd 01.02.2014
Subjects
Online AccessGet full text

Cover

Loading…
More Information
Summary:•Virtual reality games have been very useful in conjunction with standard treatments.•The Nintendo Wii has easy games that reach a large public and could be utilized in various areas of health care.•The Nintendo Wii has achieved good performance in initial studies, but additional research is needed on the subject. Health professionals have used virtual reality as an aid for several types of treatment. Given that virtual reality systems are expensive and not always available, a more accessible type of virtual reality technology is video games. The Nintendo Wii™ (NW) is a video game system that uses virtual reality technology, as defined by Deutsch, Borbely, Filler, Huhn, and Guarrera-Bowlby (2008), which may be used for health promotion. The Nintendo Wii™ also provides an opportunity for social interaction; thus, it is a promising tool with great potential for the treatment of specific disorders. The aim of this article is to evaluate the ways in which the Nintendo Wii has been used to treat specific disorders or to promote cognitive or physical improvements through a review of the literature. The results have shown that the NW is a potentially useful tool in some therapeutic treatments that can be used with people of diverse social statuses and tastes. Despite the positive initial results, further studies are required to provide a better evaluation of video game usage in therapeutic programs.
Bibliography:ObjectType-Article-2
SourceType-Scholarly Journals-1
ObjectType-Feature-1
content type line 23
ISSN:0747-5632
1873-7692
DOI:10.1016/j.chb.2013.10.025