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Choji Y, Kaneko T, Shikata M, Tokuchi R, Sano T, Yabuwaki K. Assessing the Quality of Single-Case Designs in Occupational Therapy: A Scoping Review. Am J Occup Ther 2025; 79:7903205050. [PMID: 40179136 DOI: 10.5014/ajot.2025.050932] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 04/05/2025] Open
Abstract
IMPORTANCE Single-case designs (SCDs) offer a powerful research methodology for demonstrating the effectiveness of occupational therapy interventions for diverse clients with individualized needs. However, the current state of the use of SCDs in occupational therapy remains unclear. OBJECTIVE To summarize the current state of and challenges associated with the use of SCDs in occupational therapy. DATA SOURCES Articles were retrieved from the following databases: PubMed, Web of Science, PsycINFO, OTDBASE, and CINAHL. Related articles were manually searched to identify relevant studies, with the publication year restricted to 1990 to 2023. STUDY SELECTION AND DATA COLLECTION This scoping review adhered to the Preferred Reporting Items for Systematic reviews and Meta-Analyses extension for Scoping Reviews (PRISMA-ScR) checklist. The search terms used were occupational therapy, single-case design, and synonyms for single-case design. The search was restricted to journals specifically dedicated to occupational therapy. FINDINGS Eighty-eight studies met the inclusion criteria for this review. Existing research has focused on the practice areas of children and youth and physical disabilities or rehabilitation. Moreover, AB designs, ABA designs, and visual analysis that do not meet the What Works Clearinghouse standards are frequently used as research methods. CONCLUSIONS AND RELEVANCE Although SCDs can be highly useful in demonstrating the effectiveness of occupational therapy interventions for diverse clients with individualized needs, considering the quality of SCDs when designing studies is crucial. Plain-Language Summary: This scoping review delved into the current landscape and challenges of single-case designs (SCDs) in occupational therapy. The findings revealed the pervasive adoption of low-quality designs and the predominant use of visual analysis methods in this field. In light of these findings, it is imperative for future research and development efforts to embrace established guidelines, paving the way for enhanced methodological rigor and robust outcomes.
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Affiliation(s)
- Yuki Choji
- Yuki Choji, PhD, is Association-Certified Occupational Therapist and Associate Professor, Faculty of Allied Health Science, Niigata University of Rehabilitation, Murakami, Japan;
| | - Takao Kaneko
- Takao Kaneko, MS, is Association-Certified Occupational Therapist, Department of Rehabilitation, Yamagata Prefectural Central Hospital, Yamagata, Japan
| | - Masataka Shikata
- Masataka Shikata, PhD, is Association-Certified Occupational Therapist and Lecturer, Faculty of Health and Medical Sciences, Tokoha University, Hamamatsu, Japan
| | - Ryo Tokuchi
- Ryo Tokuchi, PhD, is Association-Certified Occupational Therapist and Lecturer, Department of Occupational Therapy, Kawasaki University of Medical Welfare, Okayama, Japan
| | - Tetsuya Sano
- Tetsuya Sano, PhD, is Association-Certified Occupational Therapist and Assistant Professor, Department of Rehabilitation, Seirei Christopher University, Hamamatsu, Japan
| | - Kenji Yabuwaki
- Kenji Yabuwaki, PhD, is Association-Certified Occupational Therapist and Professor, Faculty of Health Sciences, Tohoku Fukushi University, Sendai, Japan
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Zhao Y, Soh KG, Saad HBA, Rong W, Liu C, Wang X. Effects of active video games on mental health among college students: a systematic review. BMC Public Health 2024; 24:3482. [PMID: 39695572 DOI: 10.1186/s12889-024-21011-9] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 06/09/2024] [Accepted: 12/06/2024] [Indexed: 12/20/2024] Open
Abstract
BACKGROUND Mental health significantly impacts college students' academic performance and overall happiness. Active video games (AVGs) have gained popularity among college students due to their ample entertainment, and there is growing interest in utilizing them to address mental health issues. However, there has not been a comprehensive summary and systematic review of research on the effects of AVGs on college students' mental health. METHODS As of October 18th, 2024, searches were conducted in six internationally renowned databases (PubMed, SCOPUS, Web of Science, CINAHL Plus, EBSCOhost, Cochrane Library). Inclusion and exclusion criteria were developed based on the PICOS principles. A systematic review was conducted following the PRISMA guidelines, and compliant studies using randomised controlled trial design (RCT) were included. The methodological quality of the included studies was evaluated using the PEDro scale. RESULTS A total of 3471 articles were retrieved, of which 17 met the criteria inclusion. The PEDro scores of the 17 studies ranged from four to nine. The results indicate that AVGs can effectively improve college students' poor mental health, such as stress, anxiety, and depression, as well as increase their happiness and psychological satisfaction. Moreover, AVGs have been shown to increase motivation for exercise, improve college students' attitudes toward other forms of exercise, and promote sustained physical activity. Additionally, AVGs have demonstrated efficacy in improving sleep quality. CONCLUSION Overall, AVGs can serve as an effective intervention to reduce dysphoria and promote positive psychological states among college students, thus improving mental health. Using the theory-based design of AVGs will further increase the effect. However, the effects of AVGs vary depending on their type and initial design purpose. Therefore, when using AVGs to improve college students' mental health, it is necessary to carefully consider the students' original state, select AVGs with rich game content that can provide at least moderate-intensity physical activity, and adopt the correct intervention strategy to achieve good results. AVG can potentially become a valuable tool for improving college students' mental health. SYSTEMATIC REVIEW REGISTRATION https://www.crd.york.ac.uk/prospero , identifier: CRD42024510488.
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Affiliation(s)
- Yue Zhao
- Faculty of Educational Studies, Department of Sports Studies, Universiti Putra Malaysia, Selangor, Malaysia
| | - Kim Geok Soh
- Faculty of Educational Studies, Department of Sports Studies, Universiti Putra Malaysia, Selangor, Malaysia.
| | - Hazizi Bin Abu Saad
- Faculty of Medicine and Health Sciences, Department of Nutrition, Universiti Putra Malaysia, Selangor, Malaysia
| | - Wenchao Rong
- Faculty of Educational Studies, Department of Sports Studies, Universiti Putra Malaysia, Selangor, Malaysia
| | - Cong Liu
- Faculty of Educational Studies, Department of Sports Studies, Universiti Putra Malaysia, Selangor, Malaysia
| | - Xinzhi Wang
- Faculty of Educational Studies, Department of Sports Studies, Universiti Putra Malaysia, Selangor, Malaysia
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Zhao Y, Soh KG, Saad HA, Liu C, Ding C. Effects of active video games on physical activity among overweight and obese college students: a systematic review. Front Public Health 2024; 12:1320112. [PMID: 38420024 PMCID: PMC10901111 DOI: 10.3389/fpubh.2024.1320112] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 10/11/2023] [Accepted: 01/22/2024] [Indexed: 03/02/2024] Open
Abstract
Background The purpose of this study was to critically review the existing literature on the effects of active video games (AVGs) on physical activity in overweight and obese college students to determine whether AVGs can promote and achieve recommended levels of physical activity. The results should provide constructive input for future research. Methods A total of five international databases including PubMed, SCOPUS, Web of Science, CINAHL Plus, and EBSCOhost were searched with keywords related to "active video games," "physical activity," and "obese college students" from July 2022. A systematic review was conducted using the PRISMA guidelines and randomised controlled trial (RCT) studies that met the inclusion criteria were included. Furthermore, the quality assessment of the studies was measured using the PEDro scale. Results One thousand and twenty-three articles were retrieved, of which eight randomised controlled trial studies met the inclusion criteria. AVGs can reduce sedentary behaviour and positively affect physical activity, time spent on moderate-to-vigorous physical activity (MVPA), positive psychological factors, and game attendance rate. Combining AVGs with other assistive devices (such as mini-trampolines and stationary bikes) can enhance the effects of AVGs and provide greater physiological stimulation. Different types of AVGs and game modes can achieve different emotional responses, physiological stimulation, and physical activity levels. Conclusion The research findings prove that AVGs can be a viable intervention to increase physical activity in overweight or obese college students, ultimately reaching the recommended physical activity level(PAL). Physical activity can be further increased by incorporating assistive devices or using features supported by self-determination theory (SDT). As a new modality, AVGs could be a potential alternative to traditional physical activity.Systematic Review Registration:https://www.crd.york.ac.uk/prospero, identifier: CRD42022363993.
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Affiliation(s)
- Yue Zhao
- Faculty of Educational Studies, Department of Sports Studies, Universiti Putra Malaysia, Selangor, Malaysia
| | - Kim Geok Soh
- Faculty of Educational Studies, Department of Sports Studies, Universiti Putra Malaysia, Selangor, Malaysia
| | - Hazizi Abu Saad
- Faculty of Medicine and Health Sciences, Department of Nutrition, Universiti Putra Malaysia, Selangor, Malaysia
| | - Chunqing Liu
- Faculty of Educational Studies, Department of Sports Studies, Universiti Putra Malaysia, Selangor, Malaysia
| | - Cong Ding
- Faculty of Educational Studies, Department of Sports Studies, Universiti Putra Malaysia, Selangor, Malaysia
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Schättin A, Pickles J, Flagmeier D, Schärer B, Riederer Y, Niedecken S, Villiger S, Jurt R, Kind N, Scott SN, Stettler C, Martin-Niedecken AL. Development of a Novel Home-Based Exergame With On-Body Feedback: Usability Study. JMIR Serious Games 2022; 10:e38703. [PMID: 36472900 PMCID: PMC9768643 DOI: 10.2196/38703] [Citation(s) in RCA: 8] [Impact Index Per Article: 2.7] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 04/28/2022] [Revised: 09/26/2022] [Accepted: 10/24/2022] [Indexed: 11/07/2022] Open
Abstract
BACKGROUND With more than 1.4 billion adults worldwide classified as physically inactive, physical inactivity is a public health crisis leading to an increased risk of cardiometabolic diseases. Motivating and engaging training strategies are needed to tackle this public health crisis. Studies have shown that exergames, games controlled by active body movements, are potentially usable, attractive, and effective tools for home-based training. The ExerCube (by Sphery Ltd) has been developed as a physically immersive and adaptive functional fitness game. The development of a home-based version of the ExerCube could increase accessibility, reduce barriers to exercise, and provide an attractive solution to improve physical and cognitive health. OBJECTIVE The aim was threefold: (1) to develop a usable home-based exergame system, (2) to evaluate the usability and training experience of the home-based exergame and its early-stage on-body feedback system, and (3) to identify avenues for further user-centered design iterations of the system. METHODS A total of 15 healthy participants (mean age 25, SD 3 years) completed 2 laboratory visits consisting of four 5-minute exergame sessions. In each session, the on-body feedback system provided a different feedback modality (auditory, haptic, and visual feedback) to the participant. Following the second visit, participants completed a range of assessments, including the System Usability Scale (SUS), the Physical Activity Enjoyment Scale (PACES), the Flow Short Scale (FSS), the Immersive Experience Questionnaire (IEQ), and a rating of perceived exertions (RPEs) both physically and cognitively. Participants answered questions regarding the on-body feedback system and completed a semistructured interview. RESULTS Usability was rated as acceptable, with a SUS score of 70.5 (SD 12). The questionnaires revealed medium-to-high values for the training experience (FSS: 5.3, SD 1; PACES: 5.3, SD 1.1; IEQ: 4.7, SD 0.9. Physical (mean 4.8, SD 1.6) and cognitive (mean 3.9, SD 1.4) RPEs were moderate. Interviews about the on-body feedback system revealed that the majority of participants liked the haptic feedback and the combination of haptic and auditory feedback the best. Participants enjoyed the distinct perceptibility, processing, and integration of the exergame and its supportive and motivating effect. The visual feedback was perceived less positively by participants but was still classified as "potentially" helpful. The auditory feedback was rated well but highlighted an area for further improvement. Participants enjoyed the training experience and described it as motivating, interactive, immersive, something new, interesting, self-explanatory, as well as physically and cognitively challenging. Moreover, 67% (n=10) of the participants could imagine exercising at home and continuing to play the exergame in the future. CONCLUSIONS The home-based exergame and its early-stage on-body feedback system were rated as usable and an enjoyable training experience by a young healthy population. Promising avenues emerged for future design iterations.
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Affiliation(s)
| | - Jordan Pickles
- Department of Diabetes, Endocrinology, Nutritional Medicine and Metabolism, Bern University Hospital, University of Bern, Bern, Switzerland
| | - David Flagmeier
- Department of Design, Institute of Design Research, Zurich University of the Arts, Zurich, Switzerland
| | - Benjamin Schärer
- Department of Diabetes, Endocrinology, Nutritional Medicine and Metabolism, Bern University Hospital, University of Bern, Bern, Switzerland
| | | | | | - Stefan Villiger
- Department of Design, Institute of Design Research, Zurich University of the Arts, Zurich, Switzerland
| | - Roman Jurt
- Department of Design, Institute of Design Research, Zurich University of the Arts, Zurich, Switzerland
| | - Nicole Kind
- Department of Design, Institute of Design Research, Zurich University of the Arts, Zurich, Switzerland
| | - Sam N Scott
- Department of Diabetes, Endocrinology, Nutritional Medicine and Metabolism, Bern University Hospital, University of Bern, Bern, Switzerland
- Team Novo Nordisk Professional Cycling Team, Atlanta, GA, United States
| | - Christoph Stettler
- Department of Diabetes, Endocrinology, Nutritional Medicine and Metabolism, Bern University Hospital, University of Bern, Bern, Switzerland
| | - Anna Lisa Martin-Niedecken
- Sphery Ltd, Zurich, Switzerland
- Department of Design, Institute of Design Research, Zurich University of the Arts, Zurich, Switzerland
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Promoting Sports Engagement during the COVID-19 Pandemic via Virtual Reality Games. Occup Ther Int 2022; 2022:4824152. [PMID: 35140553 PMCID: PMC8808239 DOI: 10.1155/2022/4824152] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 09/15/2021] [Accepted: 12/16/2021] [Indexed: 11/17/2022] Open
Abstract
Objective To examine sports engagement and health changes of young adults when utilizing a VR sports game and investigate the relationship between sports engagement and health. Method This study used a single-group design with 20 participants, aged 19–29 years, with no preexisting health conditions. The VR game “Sports Scramble” was used thrice within a span of one week. Outcomes sought include sports engagement and health, measured through the Sports Engagement Scale (SES) and Short Form 36 (SF-36), respectively. Results A significant difference (p < 0.001) was found between the pre-posttest scores of the SES. Moreover, a positive trend was observed in terms of health with a significant difference (p < 0.05) between pre-posttest scores of the SF-36's vitality dimension. There were positive correlations among the dedication and vigor subscales of the SES with the dimensions of health. Conclusion This study showed the potential of VR sports games in positively influencing sports engagement and health among participants with the vigor and dedication positively influencing health. Future studies may involve the exploration of the effectiveness of VR to promote engagement and health through a randomized controlled trial with a longer timeframe and across various populations.
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Abstract
BACKGROUND Academic stress is one of the active research domains in engineering institutions. As it can result in ill health of students, it is important to monitor the level of academic stress in students. OBJECTIVE The objective of this study was to determine the academic stress factors in the engineering universities in Punjab state of India. This study also aimed to check the determinants of academic stress. METHODS The data was collected through a questionnaire survey conducted on engineering students of two different universities. The collected data out of 400 surveys is subjected to factor analysis and ANOVA. RESULTS Factor analysis revealed various factors that influence the academic stress. It was also found that the academic stress in students is most influenced by Engineering Streams and Nature of Universities. CONCLUSIONS The study projected the effects of Academic Stress on Gender, Age, Engineering Streams, Nature of Universities.
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Affiliation(s)
- Anurag Joshi
- Department of Electrical Engineering, Thapar Polytechnic College, Punjab, India
| | - Ravi Kiran
- School of Humanities and Social Sciences, Thapar Institute of Engineering and Technology, Punjab, India
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Davoodeh S, Sheikh M, Houminiyan Sharifabadi D, Bagherzadeh F. The effect of Wii Fit exergames on static balance and motor competence in obese and non-obese college women. ACTA GYMNICA 2020. [DOI: 10.5507/ag.2020.008] [Citation(s) in RCA: 3] [Impact Index Per Article: 0.6] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 12/17/2022] Open
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Hernández-Jiménez C, Sarabia R, Paz-Zulueta M, Paras-Bravo P, Pellico A, Ruiz Azcona L, Blanco C, Madrazo M, Agudo MJ, Sarabia C, Santibáñez M. Impact of Active Video Games on Body Mass Index in Children and Adolescents: Systematic Review and Meta-Analysis Evaluating the Quality of Primary Studies. INTERNATIONAL JOURNAL OF ENVIRONMENTAL RESEARCH AND PUBLIC HEALTH 2019; 16:E2424. [PMID: 31288460 PMCID: PMC6650803 DOI: 10.3390/ijerph16132424] [Citation(s) in RCA: 11] [Impact Index Per Article: 1.8] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Download PDF] [Figures] [Subscribe] [Scholar Register] [Received: 05/30/2019] [Revised: 06/28/2019] [Accepted: 07/04/2019] [Indexed: 11/16/2022]
Abstract
OBJECTIVE To study the impact of active video games on Body Mass Index (BMI) in children and adolescents. DESIGN AND METHODS A systematic review and meta-analysis. Data were pooled in meta-analysis using the method of random effects or fixed effects, as appropriate, after examination of statistical heterogeneity. Data sources and eligibility criteria for selecting studies. A comprehensive literature research was conducted in Medline (PubMed), ISI web of Knowledge, and SCOPUS up to April 2018, in relation to clinical trials (both controlled and non-controlled) in children and adolescents, whose intervention was based on active video games. RESULTS The overall intragroup effect of the intervention based on active video games was in favor of the intervention, reaching statistical significance using the fixed effects model: (standardized mean difference (SMD) = -0.138; 95% CI (-0.237 to -0.038), p = 0.007 and was of borderline statistical significance in the random effects model: SMD= -0.191; 95% CI (-0.386 to 0.003), p = 0.053. The individual results of the determinations of the 15 included studies for this analysis showed a high heterogeneity among them (I2 = 82.91%). When the intervention was applied to children and adolescents with greater than or equal to 85 (overweight or obese) BMI percentile showed a greater effect in favor of the active video games: SMD= -0.483, p = 0.012. The overall intra-group effect in the control group was close to zero (SMD = 0.087). With respect to the non-standardized mean difference (MD) between groups, it was also in favor of active video games for both BMI (Kg/m2): DM = -0.317, 95% CI (-0.442 to -0.193), p = < 0.001 and BMI z-score: DM = -0.077, 95% CI (-0.139 to -0.016), p = 0.013. CONCLUSIONS Our meta-analysis show a statistically significant effect in favor of using active video games on BMI in children and adolescents. The clinical relevance of this positive effect must be evaluated.
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Affiliation(s)
| | - Raquel Sarabia
- Faculty of Nursing, University of Cantabria, Avda Valdecilla s/n., 39008 Santander, Spain
- IDIVAL, Grupo de investigación en Enfermería, 39008 Santander, Spain
| | - María Paz-Zulueta
- Faculty of Nursing, University of Cantabria, Avda Valdecilla s/n., 39008 Santander, Spain.
- IDIVAL, GI Derecho Sanitario y Bioética, GRIDES, 39008 Santander, Spain.
| | - Paula Paras-Bravo
- Faculty of Nursing, University of Cantabria, Avda Valdecilla s/n., 39008 Santander, Spain
- IDIVAL, Grupo de investigación en Enfermería, 39008 Santander, Spain
| | - Amada Pellico
- Care Continuity Coordinator, Área VI SESPA, Urbanización Castañeda s/n., 33540 Arriondas, Principado de Asturias, Spain
| | - Laura Ruiz Azcona
- Faculty of Nursing, University of Cantabria, Avda Valdecilla s/n., 39008 Santander, Spain
- Hospital Universitario Marqués de Valdecilla, Servicio Cántabro de Salud, 39008 Santander, Spain
| | - Cristina Blanco
- Faculty of Nursing, University of Cantabria, Avda Valdecilla s/n., 39008 Santander, Spain
| | - María Madrazo
- Faculty of Nursing, University of Cantabria, Avda Valdecilla s/n., 39008 Santander, Spain
| | - María Jesus Agudo
- Faculty of Nursing, University of Cantabria, Avda Valdecilla s/n., 39008 Santander, Spain
| | - Carmen Sarabia
- Faculty of Nursing, University of Cantabria, Avda Valdecilla s/n., 39008 Santander, Spain
- IDIVAL, Grupo de investigación en Enfermería, 39008 Santander, Spain
| | - Miguel Santibáñez
- Faculty of Nursing, University of Cantabria, Avda Valdecilla s/n., 39008 Santander, Spain
- IDIVAL, Grupo de investigación en Enfermería, 39008 Santander, Spain
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Occupational Therapy for Adults with Overweight and Obesity: Mapping Interventions Involving Occupational Therapists. Occup Ther Int 2018; 2018:7412686. [PMID: 30510496 PMCID: PMC6232807 DOI: 10.1155/2018/7412686] [Citation(s) in RCA: 12] [Impact Index Per Article: 1.7] [Reference Citation Analysis] [Abstract] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 03/23/2018] [Revised: 06/30/2018] [Accepted: 08/23/2018] [Indexed: 02/08/2023] Open
Abstract
Background Worldwide obesity rates are increasing. The effectiveness of occupational therapy in overweight and obese adults has not yet been clarified. Objectives The scoping review aimed at examining the evidence on interventions involving occupational therapists in the treatment of adults with overweight and obesity. Methods Data on interventions involving occupational therapists and reporting on lifestyle-related outcomes in overweight and obese adults was extracted from the databases Cochrane, PubMed, CINAHL, and Embase, including hand and reference search. The scoping review methodology of Arksey and O'Malley was used. Conclusions were based on numerical and narrative analysis. Results Thirteen articles reporting on eleven studies met the inclusion criteria. Several studies showed significant weight loss. However, the studies possessed high heterogeneity and showed insufficient explication of the role and contribution of occupational therapy to the outcomes. Conclusions The interventions with involvement of occupational therapists were suggested to help short-term weight loss. Occupational therapists contributed to the outcomes with a holistic approach, educating on the role of activity, providing technological support, and promoting enjoyment of being active. There is a need for further documentation of the effectiveness, role, and contributions of occupational therapy in the treatment of overweight and obese adults in all settings.
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Tripette J, Murakami H, Ryan KR, Ohta Y, Miyachi M. The contribution of Nintendo Wii Fit series in the field of health: a systematic review and meta-analysis. PeerJ 2017; 5:e3600. [PMID: 28890847 PMCID: PMC5590553 DOI: 10.7717/peerj.3600] [Citation(s) in RCA: 26] [Impact Index Per Article: 3.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 04/04/2017] [Accepted: 06/29/2017] [Indexed: 12/22/2022] Open
Abstract
Background Wii Fit was originally designed as a health and fitness interactive training experience for the general public. There are, however, many examples of Wii Fit being utilized in clinical settings. This article aims to identify the contribution of Wii Fit in the field of health promotion and rehabilitation by: (1) identifying the health-related domains for which the Wii Fit series has been tested, (2) clarifying the effect of Wii Fit in those identified health-related domains and (3) quantifying this effect. Method A systematic literature review was undertaken. The MEDLINE database and Games for Health Journal published content were explored using the search term “Wii-Fit.” Occurrences resulting from manual searches on Google and material suggested by experts in the field were also considered. Included articles were required to have measurements from Wii Fit activities for at least one relevant health indicator. The effect of Wii Fit interventions was assessed using meta-analyses for the following outcomes: activity-specific balance confidence score, Berg balance score (BBC) and time-up-and-go test (TUG). Findings A total of 115 articles highlighted that the Wii Fit has been tested in numerous healthy and pathological populations. Out of these, only a few intervention studies have focused on the prevention of chronic diseases. A large proportion of the studies focus on balance training (N = 55). This systematic review highlights several potential benefits of Wii Fit interventions and these positive observations are supported by meta-analyses data (N = 25). For example, the BBC and the TUG respond to a similar extend to Wii Fit interventions compared with traditional training. Conclusion Wii Fit has the potential to be used as a rehabilitation tool in different clinical situations. However, the current literature includes relatively few randomized controlled trials in each population. Further research is therefore required.
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Affiliation(s)
- Julien Tripette
- Ochanomizu University, Bunkyo, Tokyo, Japan.,Department of Physical Activity Research, National Institutes of Biomedical innovation, Health and Nutrition, Shinjuku, Tokyo, Japan
| | - Haruka Murakami
- Department of Physical Activity Research, National Institutes of Biomedical innovation, Health and Nutrition, Shinjuku, Tokyo, Japan
| | - Katie Rose Ryan
- Department of Physical Activity Research, National Institutes of Biomedical innovation, Health and Nutrition, Shinjuku, Tokyo, Japan
| | - Yuji Ohta
- Ochanomizu University, Bunkyo, Tokyo, Japan
| | - Motohiko Miyachi
- Department of Physical Activity Research, National Institutes of Biomedical innovation, Health and Nutrition, Shinjuku, Tokyo, Japan
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Street TD, Lacey SJ, Langdon RR. Gaming Your Way to Health: A Systematic Review of Exergaming Programs to Increase Health and Exercise Behaviors in Adults. Games Health J 2017; 6:136-146. [DOI: 10.1089/g4h.2016.0102] [Citation(s) in RCA: 61] [Impact Index Per Article: 7.6] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/13/2022] Open
Affiliation(s)
- Tamara D. Street
- Wesley Medical Research, Toowong, Australia
- Institute of Health and Biomedical Innovation (IHBI), Queensland University of Technology, Kelvin Grove, Australia
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Abstract
BACKGROUND The majority of patients with overweight and type 2 diabetes show insufficient levels of daily physical activity (PA) and usually are among the least likely to engage in or adhere to any form of generic PA. Active video games (exergames) may be a solution to motivate these individuals to overcome their sedentary lifestyle. OBJECTIVES This systematic review was conducted to review the current evidence for the effectiveness of exergaming in overweight and type 2 diabetes mellitus and thus to evaluate the suitability of these games to be used as tools for exercise promotion that meet current PA guidelines. METHODS We searched electronic bibliographic databases (PubMed, Embase, Web of Science, OpenGrey, and the Cochrane Central Register of Controlled Trials) up to March 2015. Randomized controlled trials (RCT) and cross-sectional studies published in English in a peer-reviewed journal and analyzing the effects of exergames on objectively measured intensity parameters of PA in overweight (body mass index [BMI] ≥25 kg/m(2)) adults (mean age ≥18 years) with and without type 2 diabetes were included. Study selection, data extraction, and quality assessment were performed independently by two review authors. Primary outcomes included changes in oxygen uptake (VO2), energy expenditure (EE), heart rate (HR), or activity counts. Secondary outcomes were enjoyment of treatment, exercise adherence, ratings of perceived exertion (RPE), changes in body composition, and changes in blood parameters (serum glucose, long-term blood glucose, blood cholesterol, triglycerides, or serum lactate). RESULTS Of 2845 records, 14 publications (11 studies) met the inclusion criteria. All included studies (ten experimental, cross-sectional laboratory studies and one RCT) were able to show increases in either VO2, EE, HR, or activity counts. However, effects of exergaming in terms of changes in these intensity parameters varied significantly between game modes and consoles as well as because of the vastly differing durations of exergame activity between studies. One of the included studies had a low risk of bias, and three had a high risk of bias; seven studies had an unclear risk of bias as the study description was insufficient. No studies were found investigating the changes in objectively measured PA intensity parameters in patients with type 2 diabetes. CONCLUSION This review suggests that exergames are able to increase PA among overweight individuals. However, the inconsistent results and the overall poor or moderate methodological quality do not permit judgment on whether exergames are suitable to meet PA guidelines in this target group. The lack of research regarding the effects of exergames in type 2 diabetes indicates a great need for future research.
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Arvinen-Barrow M, Manley AJ, Maresh N. The potential psychological benefits of active video games in the rehabilitation of musculoskeletal injuries and deficiencies. PHYSICAL THERAPY REVIEWS 2014. [DOI: 10.1179/1743288x14y.0000000156] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.1] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 10/31/2022]
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Tripette J, Murakami H, Ando T, Kawakami R, Tanaka N, Tanaka S, Miyachi M. Wii Fit U intensity and enjoyment in adults. BMC Res Notes 2014; 7:567. [PMID: 25155382 PMCID: PMC4155095 DOI: 10.1186/1756-0500-7-567] [Citation(s) in RCA: 9] [Impact Index Per Article: 0.8] [Reference Citation Analysis] [Abstract] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 03/04/2014] [Accepted: 08/14/2014] [Indexed: 11/10/2022] Open
Abstract
Background The Wii Fit series (Nintendo Inc., Japan) provides active video games (AVGs) to help adults to maintain a sufficient level of daily physical activity (PA). The second generation of home AVG consoles is now emerging with new game modalities (including a portable mini screen in the case of the new Wii U). The present study was performed to investigate the intensity and enjoyment of Wii Fit U games among adults. Findings Metabolic equivalent (METs, i.e., intensity) of the Wii Fit U activities were evaluated using metabolic chambers in 16 sedentary adults (8 women and 8 men). A short version of the physical activity enjoyment scale was completed for each activity. Wii Fit U activities were distributed over a range from 2.2 ± 0.4 METs (Hula dance) to 4.7 ± 1.2 (Hip-hop dance). Seven activities were classified as light-intensity PA (<3 METs) and 11 activities as moderate-intensity PA (3 – 6 METs). The new portable mini screen game modality does not induce higher METs. Men exercised at higher intensities than women. There was no correlation between enjoyment and MET values in women or men. Conclusions More and more moderate-intensity activities are available through video gaming, but the average intensity (3.2 ± 0.6) is still low. Users should be aware that AVGs alone cannot fulfill the recommendations for PA, and the video games industry still must innovate further to enhance gaming intensity and make the tool more attractive to health and fitness professionals.
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Affiliation(s)
| | | | | | | | | | | | - Motohiko Miyachi
- National Institute of Health and Nutrition, 1-23-1 Toyama, Shinjuku, Tokyo 162-8636, Japan.
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15
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Öhman M, Almqvist J, Meckbach J, Quennerstedt M. Competing for ideal bodies: a study of exergames used as teaching aids in schools. CRITICAL PUBLIC HEALTH 2014; 24:196-209. [PMID: 26740738 PMCID: PMC4685599 DOI: 10.1080/09581596.2013.872771] [Citation(s) in RCA: 22] [Impact Index Per Article: 2.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 10/15/2013] [Accepted: 12/02/2013] [Indexed: 12/02/2022]
Abstract
Since the development of the welfare state, the Swedish school subject Health and Physical Education (HPE) has been regarded as an important site for public health work, and still assumes a central role in promoting the health of the coming generation. A specific type of health intervention, promoted by researchers in recent years, is the use of so-called exergames. In some countries, these fitness games are used as teaching aids in physical education classes and can be seen as examples of how public health issues and popular culture are shaping HPE in schools. The aim of the study reported in this paper is to examine which messages about health and body are offered, and how these are expressed in some of the fitness games used as teaching aids in school. The results of the study highlight the dangers of using exergames in the teaching of HPE in schools. The messages communicated by the games have a number of potentially harmful consequences, particularly with regard to the creation of specific health and bodily norms based on a measurable ideal. The use of this tool in education is thus far from value free, and the problems that might be solved when using the games are not necessarily the ones that education should privilege.
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Affiliation(s)
- Marie Öhman
- School of Health and Medical Sciences, Örebro University , Örebro , Sweden
| | - Jonas Almqvist
- Department of Education, Uppsala University , Uppsala , Sweden
| | - Jane Meckbach
- GIH The Swedish School of Sport and Health Sciences , Stockholm , Sweden
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16
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Haracz K, Ryan S, Hazelton M, James C. Occupational therapy and obesity: An integrative literature review. Aust Occup Ther J 2013; 60:356-65. [DOI: 10.1111/1440-1630.12063] [Citation(s) in RCA: 8] [Impact Index Per Article: 0.7] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Accepted: 05/20/2013] [Indexed: 01/26/2023]
Affiliation(s)
- Kirsti Haracz
- School of Health Sciences; University of Newcastle; Callaghan; New South Wales; Australia
| | - Susan Ryan
- School of Health Sciences; University of Newcastle; Callaghan; New South Wales; Australia
| | - Michael Hazelton
- School of Nursing and Midwifery; University of Newcastle; Callaghan; New South Wales; Australia
| | - Carole James
- School of Health Sciences; University of Newcastle; Callaghan; New South Wales; Australia
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17
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Behm-Morawitz E. Self-Presence and the Effects of the Avatar on Health and Appearance. Games Health J 2013. [PMID: 26196555 DOI: 10.1089/g4h.2013.0005] [Citation(s) in RCA: 2] [Impact Index Per Article: 0.2] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/12/2022] Open
Abstract
Self-presence, defined as the degree of connectedness with one's avatar as well as the effects of the avatar on perceptions of oneself, suggests that interactions with an avatar may have real implications for how one perceives and treats the body offline. A study examining the influence of the "Second Life" avatar on "Second Life" users' offline appearance, health, and well-being is discussed, along with the importance of examining self-presence as a theoretical mechanism. This research engages with the idea that immersion with an avatar via social virtual play has an influence on our health offline.
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18
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Bacon N, Farnworth L, Boyd R. The Use of the Wii Fit in Forensic Mental Health: Exercise for People at Risk of Obesity. Br J Occup Ther 2012. [DOI: 10.4276/030802212x13286281650992] [Citation(s) in RCA: 24] [Impact Index Per Article: 1.8] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/11/2022]
Abstract
Introduction: Side effects of psychotropic medication often lead to rapid weight gain, having detrimental effects on forensic mental health patients' health, wellbeing, occupational performance and quality of life. Virtual reality technology could provide novel environments and motivating forums for exercise, which are otherwise unavailable to patients in such secure settings. This exploratory study aimed to evaluate the use of the Nintendo Wii Fit in changing engagement in physical activity for patients at risk of obesity at a secure hospital. Method: Two participants used a Wii Fit for 8 weeks in individual or group sessions. A mixed methods approach was taken, because participants' use of the Wii Fit was compared with their attitudes towards it (reported during interviews) and their daily physical activity levels (measured using an accelerometer). Researcher field notes were also used to gather contextual data. Findings: Participants played Wii Fit up to four times a week in sessions ranging from 7 to 127 minutes. When using the Wii Fit, participants increased their overall time spent actively moving their bodies in physical activity, as measured by the accelerometer. Using the Wii Fit also changed participants' attitudes towards exercise as they realised that it could be ‘fun’ and ‘challenging’, especially if staff members also participated. Conclusion: The Wii Fit encouraged patients to attempt physical activities and to learn about their bodily response to exercise. It provided a meaningful occupational intervention in a secure setting and demonstrated a potential use of the technology in mental health settings.
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Affiliation(s)
- Nicola Bacon
- Occupational Therapist, Department of Occupational Therapy, The Alfred Hospital, Victoria, Australia
| | - Louise Farnworth
- Associate Professor and Head, Department of Occupational Therapy, Faculty of Medicine, Nursing and Health Sciences, Monash University — Peninsula Campus, Frankston, Melbourne, Victoria, Australia
| | - Richard Boyd
- Occupational Therapist, Department of Occupational Therapy, Forensicare, Melbourne, Victoria, Australia
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