Publication | Closed Access
Physical and Psychosocial Effects of Wii Fit Exergames Use in Assisted Living Residents
79
Citations
19
References
2014
Year
Quality Of LifePhysical ActivityIndependent LivingHealth PsychologyMental HealthSelf-care InterventionPsychologyWii FitSelf-efficacy TheoryHealthy AgingAssisted LivingPublic HealthHealth SciencesAssistive TechnologyHealth PromotionVideo Game AddictionRehabilitationNursingBehavioral MedicineHealth BehaviorOccupational TherapyPsychological BenefitsActive AgeingBehavioral HealthPsychosocial EffectsAssisted Living Residents
The purpose of this study was to investigate the physical and psychosocial effects of the Wii Fit exergames incorporating self-efficacy theory on assisted living residents. The study was a quasi-experimental pre/post-test design. Thirty-two participants were recruited from two assisted living facilities. Sixteen participants received the Wii Fit exergames incorporating self-efficacy theory twice a week for 4 weeks. The other participants received a health education program. Physical function, fear of falling, depression, and quality of life were evaluated. T tests were used for data analysis. After the 4-week intervention, the Wii Fit group showed significant improvements in balance (p < .01), mobility (p < .01), and depression (p < .05). The education group showed no significant improvement in any of the outcomes. Integrating concepts of self-efficacy theory with the exergames show promise as a potential tool to improve and maintain physical and psychosocial health for older adults.
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