Effects of Nintendo Wii‐Fit ® video games on balance in children with mild cerebral palsy
Abstract
Background: This study compared the effects of Nintendo Wii‐Fit ® balance‐based video games and conventional balance training in children with mild cerebral palsy (CP). Methods: This randomized controlled trial involved 30 ambulatory pediatric patients (aged 5–18 years) with CP. Participants were randomized to either conventional balance training (control group) or to Wii‐Fit balance‐based video games training (Wii group). Both group received neuro‐developmental treatment (NDT) during 24 sessions. In addition, while the control group received conventional balance training in each session, the Wii group played Nintendo Wii Fit games such as ski slalom, tightrope walk and soccer heading on balance board. Primary outcomes were Functional Reach Test (forward and sideways), Sit‐to‐Stand Test and Timed Get up and Go Test. Nintendo Wii Fit balance, age and game scores, 10 m walk test, 10‐step climbing test and Wee‐Functional Independence Measure (Wee FIM) were secondary outcomes. Results: After the treatment, changes in balance scores and independence level in activities of daily living were significant ( P < 0.05) in both groups. Statistically significant improvements were found in the Wii‐based game group compared with the control group in all balance tests and total Wee FIM score ( P < 0.05). Conclusion: Wii‐fit balance‐based video games are better at improving both static and performance‐related balance parameters when combined with NDT treatment in children with mild CP.
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When four studies with effect sizes larger than 2.000 were excluded, the overall effect size shifted from 0.861 to 0.510.
“When excluding the 4 studies (Rostami 2012_1 and Rostami 2012_2, 47 Reid, 54 and Tarakci et al 59 ) with ES larger than 2.000, the overall effect size shifted from 0.861 to 0.510.”
From Effectiveness of Virtual Reality in Children With Cerebral Palsy: A Systematic Review and Meta-Analysis of Randomized Controlled Trials (2018) · cites this paper as [59]
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- Authors
- Tarakci, D., Ersoz Huseyinsinoglu, B., Tarakci, E., & Razak Ozdincler, A.
- Affiliations
- Division of Physiotherapy and Rehabilitation, Faculty of Health Science Medipol University Istanbul Turkey
- Division of Physiotherapy and Rehabilitation, Faculty of Health Science Istanbul University Istanbul Turkey
- Venue
- Pediatrics International
- Publisher
- Wiley
- Published
- 2016-08-23
- Volume
- 58
- Issue
- 10
- Pages
- 1042-1050
- ISSN
- 1328-8067 (ISSN-L)
- 1442-200X
- OpenAlex
- W2261734184
- Semantic Scholar
- 8ae15f52fcdcff83b0152b97523b9effb2f47f44
- Cited by
- 138
- References
- 37
- Citations by year
- 2026: 10 · 2025: 16 · 2024: 16 · 2023: 10 · 2022: 18 · 2021: 10 · 2020: 18 · 2019: 20 · 2018: 11 · 2017: 7 · 2016: 2
- FWCI
- 11.85
- Type
- journal article
- Language
- en
- Open access
- closed
- Locations
- Pediatrics International (publishedVersion)
- PubMed (publishedVersion)
- Topics
- Health Sciences › Medicine › Psychiatry and Mental health › Cerebral Palsy and Movement Disorders
- Social Sciences › Psychology › Developmental and Educational Psychology › Children's Physical and Motor Development
- Health Sciences › Health Professions › Physical Therapy, Sports Therapy and Rehabilitation › Balance, Gait, and Falls Prevention
- Keywords
- Wii Fit, video games, balance training, children, functional reach test, sit-to-stand, Timed Up and Go test, activities of daily living, balance board
- MeSH terms
- Activities of Daily Living, Adolescent, Cerebral Palsy, Child, Child, Preschool, Postural Balance, Female, Humans, Male, Walking, Video Games
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