Friday, January 31, 2014

Can Wii Fit exergaming help children with migraines? [Study]

Can exergaming help children who have migraines without aura (MoA)? According to a recent study from a group of Italian authors published in Neuropsychiatric Disease and Treatment, playing the exergame Wii Fit over three months can improve measures of balance, coordination, motor tasks in children. Over 12 weeks, children (mean age: 9.13±1.94 years) played games that focused on antero-posterior (snowboarding); medio-lateral (skiing, penguin game, and soccer); and multidirectional weight shifting (bubble game and hula hoop) movements three times per week each for 30 minute sessions. Its good to read that participants were able to choose (autonomy) from 18 different games which likely increased levels of motivation and enjoyment (self-determination theory - SDT). Other games listed include: ski-jump, segway circuit, obstacle course, and skate boarding,ski-slalom, table tilt, snowboard slalom, Tilt City, and Rhythm.
Table 1
Exergaming Points 2 Ponder (ExP2P)
  • In the introduction, the authors stated that since many children with migraines suffer from "...emotional dysfunction, absenteeism from school, and poor academic performance, as well as issues relating to poor cognitive function, and sleep habits"... it would have been nice to see some of these measures tested in the study.
  • It appears that the control group used was a non-active group and many studies are now using active controls to better compare any group effects. 
  • It would be interesting to see what impact other exergames that include more hand-eye coordination (Kinect Brain & Body Connection, EyeToy) as opposed to foot-eye/balance coordination (Wii Fit).
  • I would also wonder what more intense levels of physical activity (with a rhythm game like Dance Central or Just Dance) would do for cognitive function and mood in this population.
Concluding Thoughts
I love and have used a similar version of the following phrase in terms of using games for therapy "video game interventions can increase patient enjoyment and engagement, which may enhance compliance." What remains to be seen in many exergame studies are long term "lasting" effects. Unfortunately most children (and adults too) play games for a short amount of time and then end up switching games so we definitely see a novelty effect (or reactivity). I wonder how we could design experiments that are less dependent on a particular game and more focused on overall health or performance outcomes.  

Esposito M, Ruberto M, Gimigliano F, Marotta R, Gallai B, Parisi L, Lavano SM, Roccella M, & Carotenuto M (2013). Effectiveness and safety of Nintendo Wii Fit Plus™ training in children with migraine without aura: a preliminary study. Neuropsychiatric disease and treatment, 9, 1803-10 PMID: 24453490
Abstract:   Migraine without aura (MoA) is a painful syndrome, particularly in childhood; it is often accompanied by severe impairments, including emotional dysfunction, absenteeism from school, and poor academic performance, as well as issues relating to poor cognitive function, sleep habits, and motor coordination. 
The study population consisted of 71 patients affected by MoA (32 females, 39 males) (mean age: 9.13±1.94 years); the control group consisted of 93 normally developing children (44 females, 49 males) (mean age: 8.97±2.03 years) recruited in the Campania school region. The entire population underwent a clinical evaluation to assess total intelligence quotient level, visual-motor integration (VMI) skills, and motor coordination performance, the later using the Movement Assessment Battery for Children (M-ABC). Children underwent training using the Wii-balance board and Nintendo Wii Fit Plus™ software (Nintendo Co, Ltd, Kyoto, Japan); training lasted for 12 weeks and consisted of three 30-minute sessions per week at their home. 
The two starting populations (MoA and controls) were not significantly different for age  and sex . M-ABC and VMI performances at baseline (T0) were significantly different in dexterity, balance, and total score for M-ABC and visual  and motor tasks for VMI. After 3 months of Wii training (T1), MoA children showed a significant improvement in M-ABC global performance, M-ABC dexterity , M-ABC balance and VMI motor task. 
Our study reported the positive effects of the Nintendo Wii Fit Plus™ system as a rehabilitative device for the visuomotor and balance skills impairments among children affected by MoA, even if further research and longer follow-up are needed.
Esposito M., Ruberto M., Gimigliano F., Marotta R., Gallai B., Parisi L., Lavano S.M., Roccella M. & Carotenuto M. Effectiveness and safety of Nintendo Wii Fit Plus training in children with migraine without aura: a preliminary study, Neuropsychiatric Disease and Treatment, 1803. DOI:

Click here to explore more of ExerGame Lab's archived posts involving research studies. 
Enhanced by Zemanta

Friday, December 6, 2013

Can iBeacons improve health behaviors and attitudes?


Apple recently announced iBeacons as a way to communicate with iOS devices in a predefined area using Bluetooth and they are showing the capabilities in their Apple Stores. Not to be confused with SMS, NFC, WiFi, and GPS marketing tools, groups like Macy's and MLB are testing its use right now.

Exergaming Points 2 Ponder (ExP2P)

  • The more reliable methods of changing behaviors and attitudes using multimedia has been through text-based messaging (with email coming in second). The question is can people establish their own iBeacons in their own work and home environments to prompt health promoting changes?
  • Adding in the function of determining sedentary time would be really helpful as well similar to the Gruve product with light indicating sedentary time and last time being physically active.
  •  It would be also great if the app that linked to the iBeacons would be able to promote available activities, exercises, healthy food choices nearby, and even relaxation, breathing, or posture improving stretches.

[Via GigaOm, Gruve,  iPhoneHacks & Forbes]
Click here to explore more of ExerGame Lab's archived posts involving research studies. 

Saturday, November 23, 2013

Namco’s Super Alpine Racer Exergame

When its cold and wet outside and before the ski hills open, why not get a little exercise and practice on this soon-to-be released arcade Super Alpine Racer exergame from Bandai Namco. While it won't be on par to the immersive exergaming experience and G-forces produced on the SkyTechSport Ski & Snowboard Simulator, I imagine the platform will definitely have some rocking and perhaps even vibration (vibrotactile) feedback to go along with a monstrous screen and some loud speakers for music and in-game sounds (swooshing). A HUGE "Hat Tip" to Kevin Stinger (Stinger Report) and Arcade Heroes for these great updates and photos from IAAPA 2013. Check out larger images and other details after the jump.

Thursday, November 21, 2013

CYBERBIKE Smart TV #Exergaming on Samsung® Smart TV

Exergaming at home just got a little easier with Cyberbike's Smart TV Edition that connects to Samsung's newest Smart TV. Although there are several VOD (Video on Demand) fitness channels (apps) already pre-loaded, this is the first wireless exergame we've seen to connect directly to a TV and not a game console. To find out more details about the bike and TV app click, please click through.

CYBERBIKE™ Smart TV Edition • Exergaming at home! • For Samsung® Smart TV:


Friday, November 15, 2013

SkyTechSport Ski & Snowboard Simulator Exergame

Enjoy realistic Sochi 2014 skiing and snowboarding runs (without the cold weather) on the SkyTechSport Ski and Snowboard Simulator Exergame. It gives new meaning to pushing hard on the inside edge of your skis. You can even perform while wearing 3D glasses all while having the motors replicate the actual G forces through the gliding platform and optoelectronic sensors. Now all you need is a wind and snow machine!

SkyTec Interactive designs and produces unique winter sports training equipment and virtual reality systems. Cutting edge alpine ski simulators and snowboard simulators by SkyTec Interactive allow skiers and snowboarders to experience the same G-force effects that they would in well-carved turns on a real slope. All products designed by SkyTec Interactive are globally patented.
Click through to see some amazing footage and details on where you can find their latest installations.

Wednesday, November 13, 2013

Nike SB: The Skateboard Tracking App

While not a skateboarding exergame like Tony Hawk's Ride, this new iOS app will allow skaters to learn or share (by uploading your own video) their tricks with their friends or anyone else in the world. It looks like they've added game features like community sharing, mastery, and badges (just watched awesome Google Talk by Sebastian Deterding called "Meaningful Play. Getting »Gamification« Right") but not much else in terms of game mechanics, story lines, and community meaning. This is not to be confused with the exergame "Copy Paste Skate" from the Exertion Games Lab that combines infrared sensors, slow exposure photography and audio pickups to enable skaters to interact and see, hear your tricks.

Exergaming Points 2 Ponder (ExP2P)
  • I wonder if there the Nike SB app tracks how long you are on your skateboard?
  • Incorporating GPS into the app might give users more information - but also allow people to Game the system
  • Add a sensor (like Zepp or Babolat) that attaches to the skateboard to detect movement and tricks to give users different score and that also embeds into the video that is shared (velocity, torque, rotations/second, downward/upward forces, rotational velocity). 
  • Some of this data might even be instrumental in providing tutorials and "How-to" videos to learn how to perform certain tricks.
  • Users that add more videos and provide feedback to other users would earn a higher place on leaderboards and community forums. 



Click here to explore more of ExerGame Lab's archived posts involving research studies. 
Enhanced by Zemanta

Enter your email address:

Delivered by TinyLetter