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By Claire Coyne
- A private practice clinic notes an increase in patient compliance.
Patients eagerly anticipate their next treatment sessions, and actively
formulate their transition to a home-based program. The factor boosting
patient participation? Introduction of the Wii to their physical therapy
regimens.
- Participation in rehabilitation is soaring among residents of an
extended care facility. With an adjustable skill level and a variety of
programs, the Wii is allowing physical therapists (PTs) to find programs
that are right for their patients and their rehabilitation.
- Upon the introduction of a virtual computer component to treatment
sessions, PTs in a large city hospital record an outcome they
hadn’t foreseen: a dramatic boost in their pediatric
patients’ socialization and self-esteem.
Physical therapists across the nation are introducing the Wii to
patients—and seeing dramatic increases in treatment program
compliance, some encouraging outcomes, and a generally more upbeat mood
in the clinic.
The Nintendo Wii is a computer gaming console that offers simulated
sports games (baseball, bowling, tennis), specialty games like Cooking
Mama: Cook Off, or WarioWare: Smooth Moves, and a fitness program, among
other activities. A distinguishing feature of the Wii console is its
wireless controller, the Wii Remote, which can be used as a handheld
pointing device, and can detect acceleration and orientation in three
dimensions. (See “More About the Wii.”)
While the efficacy of physical therapy treatments incorporating the
Wii has yet to be proved—due to its recent
introduction—results on a number of fronts are encouraging.
Private Practice
Lane Blondheim, PT, CWT, MT, first
encountered the Wii when visiting his sister in Atlanta. As he watched
family members swinging virtual rackets, shifting balance, and stepping
and moving while absorbed in a virtual game of tennis, he thought,
“I may be able to use this for my patients.” Like a growing
number of physical therapists nationwide, Blondheim took on the Wii
himself: “I proceeded to play for hours,” he recalls,
“noting the use of my trunk muscles, shoulders, heels, one leg and
then another, even toe movement.”
After hours of assessment, he chose to buy the Wii sports package for
his private practice, Active Health & Rehab, in Montgomery, Alabama.
Blondheim and his staff worked with the software program to determine
how best it could be applied to physical therapy, taking into
consideration a number of pathologies and factors such as safety,
function, and treatment goals—as well as the fun factor.
“We introduced the Wii first to our patients with diminished
shoulder range of motion (ROM), such as postoperative, poststroke, and
Erb’s Palsy patients, as well as those with rotator cuff
injury—those who could not reach 115 to 120 degrees of
flexion/abduction,” he reports. Blondheim chose the Wii tennis
game for this population because of its wide variety of upper-extremity
(UE) movements.
As patients played the Wii, a PT stood next to them, to guide and
limit ROM. “We focused on keeping them in the mid-range, using
tactile cues, and hand blocks to limit abduction or rotation,”
Blondheim notes. While the patient watched the Wii screen, the PT faced
the patient.
The therapy team saw the most immediate results in patient
compliance. “The fun factor had a dynamic impact,” Blondheim
reports. “Instead of being focused on getting through a given
intervention, patients were laughing and simply having a good time. They
worked through pain with greater ease, and completed their sessions
without noticing the time. They looked forward to their next treatment
session, not just as a necessary visit to the clinic.”
Today, the staff are seeing positive treatment
outcomes as well. “Patients are improving their shoulder ROM and
increasing their functional activities of daily living (ADL),”
Blondheim reports. “We also are seeing an increase in confidence,
with patients taking charge of their rehabilitation, and focusing on
improving their Wii scores—as well as their overall
condition.”
The clinic also uses the Wii bowling and baseball programs to match
patient preferences when the PTs deem the movement appropriate. They use
the Wii fitness package for improving weight bearing and balance in
patients following total knee replacement or back surgery.
For this patient population, and for others for whom balance is an
issue, the PT “may use a gait belt to stabilize the patient and
ensure there is no perturbation of the trunk,” Blondheim notes.
The staff have developed a number of protection strategies for patients
with different pathologies, he says.
For example, he reports the benefits to a post-polio patient.
“She was able to use the tennis and boxing modules while sitting
in her wheelchair,” he says. And she improved her UE strength as
well as trunk stability.
Blondheim is finding that the Wii improves patients’ compliance
with home programs as well. “We only encourage acquisition of the
Wii for home use once the patient has attained discharge status,”
Blondheim stresses, and he notes that patients are discouraged from
considering home use until the staff deem them ready.
Extended Care Facility
Improvement in balance is one of the most positive outcomes seen in
geriatric patients using the Wii, reports Jodi White, PT. She cites an
example: A patient following a cardiovascular accident was operating the
Wii baseball program with her PT carefully safeguarding her stance.
“When she swung her bat, she immediately changed her feet to
optimize her balance. The activity automatically triggered the response
that might have taken the PT longer to demonstrate and
prompt.”
Results such as this have made the
Wii a popular acquisition for the Hoyt Nursing & Rehab Centre in
Saginaw, Michigan. When the facility was building an addition to its
therapy gym, a member of the activities staff, who had seen the Wii in
use at her mother’s assisted living facility, suggested they
include a Wii in the equipment upgrades.
After some research, and a determination of safety factors, the
facility installed a Wii in the new gym. The therapists studied the
possibilities that the virtual software offered for rehabilitation.
“We spent many lunch hours assessing the Wii,” White
recalls. Working together, they evaluated each program, while noting
ROM, stability, balance, and movement factors, and considering patient
conditions and treatment goals.
“We now use the baseball, tennis, boxing, and bowling programs
with our patients,” White reports, “as well as the Cooking
Mama: Cook-Off, which is particularly interesting for female patients
with hand and upper-extremity challenges.” The cook-off includes
timed cutting, dicing, and other kitchen activities.
White describes one factor affecting
the use of the Wii with geriatric populations: “Coordination and
timing factors can be defeating for these patients,” she cautions.
“We always begin each program at zero – the lowest skill
level. This keeps the timing and the actions required at their most
basic, so as not to discourage participation.”
And participation is soaring. White finds that most patients can find
a program that is right for them. “Boxing is the easiest,”
she says. “If you can accomplish a forward motion, at any level,
you can participate.” With baseball, “All you have to do is
swing your arm—even just a little—to simulate swinging the
bat,” she reports. White notes that the facility requires each
patient to use the wrist strap provided by Nintendo to anchor the remote
to the wrist—to ensure that it doesn’t fly out of their
hands with vigorous motion.
Cognitively impaired patients also
can participate. The key, White says, is for the PT to choose the
program, and “tailor it to the condition or the
resident.”
As reported at other facilities, patients are enthusiastically
keeping their physical therapy appointments. The social benefits of the
game are particularly apparent with the geriatric population. White
reports. “The Wii [appears] to be a remarkable tool for
socialization.” Nurses also stop by to watch their patients in
action, she notes.
She says the sound component of the games is a stimulus: “The
sound of the bat striking the ball, the roar of the crowd, the music,
the sounds when the player scores, all add to the game-like
atmosphere,” she says. “For the residents, it can simulate
the fun of attending an actual sporting event. This has made quite a
difference in the daily lives of some of these residents.”
Hospital-Based Physical Therapy Unit
Massachusetts General Hospital (MGH) Children’s Service in
Boston acquired a Wii system just a few months ago. The acquisition did
not require a hard sell, because the physical therapy service already
had seen dramatic results for their pediatric patients from the use of
the Dance Dance Revolution (DDR) system. (See “More About the
Wii.”)
“We have incorporated DDR into therapy sessions for some time
now,” reports Jessica Jacavage, PT, “specifically to address
the aerobic conditioning and airway clearance components of the plan of
care for our patients with cystic fibrosis.”
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More About the Wii
Here’s additional information about the Wii and Dance Dance
Revolution, another game system described in this article:
The Wii (pronounced we) is a home video game console released
by Nintendo. The console is the direct successor to the Nintendo
GameCube.
A distinguishing feature of the console is its wireless controller,
the Wii Remote, which can be used as a handheld pointing device and can
detect acceleration and orientation in three dimensions. Another is
WiiConnect24, which enables it to receive messages and updates over the
Internet while in standby mode.
The Wii Remote uses a combination of built-in accelerometers and
infrared detection to sense its position in 3D space. This design allows
users to control the game using physical gestures as well as traditional
button presses. The controller connects to the console using Bluetooth
and features rumble as well as an internal speaker. The Wii Remote can
connect to other devices through a proprietary port at the base of the
controller.
The device bundled with the Wii retail package is the Nunchuk unit,
which features an accelerometer and a traditional analog stick with two
trigger buttons. In addition, an attachable wrist strap can be used to
prevent the player from unintentionally dropping or throwing the Wii
Remote. Nintendo also offers the Wii Remote Jacket to provide extra grip
and protection.
Wii users in action can be viewed at www.nintendo.com/wii.
Dance Dance Revolution, commonly shortened to DDR, is a music
video game series produced by Konami. It was first introduced to
Japanese video arcades in 1998. Since then, the game has gained
significant popularity elsewhere in the world, including large portions
of North America, Europe and Australia. As of 2008, over 100 official
versions, or “mixes” of DDR have been produced, with over
1,000 songs featured across the various games.
The series is marketed and sold under the name Dancing Stage in
Europe and Australia, as well as in certain Japanese versions.
The game is typically played on a dance pad with four arrow panels:
left, right, up, and down. Additional game play modes may use two
four-panel pads side-by-side (doubles mode), or a single six-panel pad
with additional arrows corresponding to the upper diagonals (solo mode).
These panels are pressed using the player’s feet, in response to
arrows that appear on the screen in front of the player. The arrows are
synchronized to the general rhythm or beat of a chosen song, and success
is dependent on the player’s ability to time and position his or
her steps accordingly.
Adapted from http://en.wikipedia.org/wiki/Wii
and http://en.wikipedia.org/wiki/Dance_Dance
_Revolution . Accessed March 5, 2008.
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“Patients with cystic fibrosis perform a complex and demanding
daily disease management regimen, which they learn to implement and
adjust across their lifetime,” says Lilian Dayan-Cimadoro, PT,
DPT, MS, NCS. “The chronic disease affects the lungs and digestive
systems; patients’ self-care regimens include airway clearance
techniques, and exercise. Adherence to an exercise program for airway
clearance, and to improve general fitness that is a part of their daily
regimen both in-hospital and at home, was difficult for our patients
because children perceive exercise as one more task related to their
disease management,” she explains.
“By getting our pediatric patients focused on dancing with the
DDR program, we have been able to make the exercise fun, engaging, and
competitive—and we have achieved impressive treatment
outcomes,” Jacavage reports.
As with the other facilities and populations utilizing the Wii, the
MGH physical therapists also have seen a boost in patient compliance.
“Specifically, our adolescent patients look forward to their
physical therapy; many arrive early and wait to play, and socialize in
the process,” says Maria Fitzpatrick, PT.
In one important way, the addition of a virtual component to
treatment has had an unanticipated result: “We have seen an
increase in our patients’ self-esteem,” reports Denise
Montalto, PT, NCS. The DDR system, for example, has the ability to track
patient’s scores, providing them with a record of their own
personal improvement over time. It also can compare one person’s
scores with others. “The children celebrate each step up, and are
eager for their next exercise session. They also share this activity
with their friends and family,” Montalto says.
Meaghan Costello, PT, notes the importance of the Wii for
wheelchair-bound patients at MGH. “A number of the sports programs
such as bowling, tennis, baseball, and boxing can be played in a sitting
position, which opens up a lot of possibilities for this
population,” she says. MGH has added Wii and DDR to the
children’s play room. “This has helped to make the hospital
visit more fun for patients’ siblings and visitors as well,”
Costello reports.
MGH physical therapists use a variety of video/virtual games to
engage patients in exercise. Not all patients enjoy treadmill walking or
stationary bike riding, according to Dayan-Cimadoro. “Therefore,
we have made Pilates exercise, yoga, Tai-Bo, hip-hop, Antigrav, and
Kinetic exercise videos available on the MGH television system, which
help patients find an exercise that they enjoy while achieving
therapeutic outcomes of improving strength, flexibility, and
balance.”
The PTs monitor their patients as they interact with the equipment.
“We choose the level, speed, and other characteristics of specific
programs based on an individual patient’s needs. We monitor vital
signs, oxygenation, rate of perceived exertion (RPE), and dyspnea on
exertion (DOE), and set the level of activity for each patient,”
Jacavage explains.
Contraindications
A complete examination including systems review that includes
cardiovascular-pulmonary tests should be completed prior to
incorporating the Wii into a plan of care, according to PTs.
White stresses again that care must be taken with geriatric
populations to ensure that the use of the Wii does not cause
frustration. “The speed of required activities is definitely a
factor” in matching patients to the software programs, she says.
For those with cognitive, movement, or balance limitations, the physical
therapist needs to first instruct the patient regarding required
movements, and stand next to them throughout the game to assist them and
to ensure stability and safety.
White also notes that some of the exercise can be fatiguing for an
older patient. “Also, some older patients may not be able to get
the timing down to match the movements required,” she says. Still,
she notes, no one has refused to use the Wii, and the PTs always find
some level or activity that the patient can accomplish.
“The biggest safety challenge for this population is
balance,” she notes. Those with significant balance or endurance
issues operate the Wii from their wheelchairs. The tennis, baseball, and
golf programs, which all focus on UE movements, can be operated by older
patients from a sitting position. Some geriatric patients even bowl
sitting down, she reports.
The key to keeping the use of the Wii safe and effective is the
physical therapist’s active involvement, the same as in any
rehabilitation program: “Choose the game, tailor it to the
patient, provide patient education, and guide the patient through
completion of the motions,” White advises.
Blondheim notes that patients with seizure disorders are strongly
contraindicated for use of the Wii. “Our clinic has a large, open
floor plan, with the large TV screen in the center, facing an 8 x 12
floor area. Since the TV screen is visible from all areas of the clinic,
we ensure that the TV is turned off when patients who have experienced
seizures are receiving therapy,” he reports. As with all treatment
regimens, “we use protection/safety strategies for different
pathologies” when employing the Wii, he says—such as the use
of gait belts with patients for whom balance is an issue.
As with the Wii, DDR is contraindicated for patients with seizure
disorders, Dayan-Cimadoro notes. “Individualized assessment for
the use of DDR and the Wii needs to be considered as with any other
equipment that a PT may choose to use in a treatment program,” she
advises.
Judith Deutsch, PT, PhD, and Alma Merians, PT, PhD, agree that some
patient conditions are contraindicated for use of the Wii. “It is
clear that the Wii may not be appropriate for treatment of some patients
with movement dysfunctions,” Merians states. “For example,
the UE movements required in some of the games can be quite challenging,
and a certain amount of hand control of the remote is necessary for
optimum play. The speed of the programs, and the subtlety of some of the
movements required, may not lend the Wii to use by patients with
hemiparesis, for example, or those with hand problems.”
Evidence of Effectiveness?
The team at the University of Medicine and Dentistry of New Jersey is
exploring possible adaptations of the Wii for clinical use. PT first
reported in an interview with Deutsch and Merians in 2003 on the
university’s research into the use of virtual reality as a
component of treatment.1
Merians, along with her colleague, Sergei Adamovich, PhD, is studying
the Wii remote and experimenting with how to obtain kinematic data to
quantify patient activity and progress. “The software in the
remote currently holds data such as the angle of movement, the reaction
time, and the strength and speed of response, in order to adapt the game
to the player’s actions,” Merians explains. “We are
working with computer engineers and biomechanical engineers to see if
these data can be used to measure patient progress and quantify
treatment outcomes.”
Deutsch’s work with patients is demonstrating results similar
to those reported by the other interviewees—increased compliance,
adherence to the program, and motivation to improve—as well as
other unexpected tangential benefits.
Deutsch recounts an experience with an adolescent client with
cerebral palsy (CP) who played the Wii bowling program with
“Daniel,” a visiting healthy child. “At his next
therapy session, the PT noticed that the patient had changed the way he
was releasing the simulated ball—a more efficient movement. When
asked how he had made the change, he said, ‘I learned it from
Daniel.’ This indicates modeling by a healthy child to improve
movement in a child with CP.”
“Our ongoing question regarding the use of the Wii is,
‘Can we address our therapeutic goals by augmenting treatment with
this software?’ So far, we have seen improvement in an adolescent
with CP’s functional ability, postural control, and visual/spatial
processing,” Deutsch reports.
For example, “we measured his performance before and after 11
training sessions with the Wii, and found that he was able to stand
longer (up to 34 minutes while playing a game), stand more symmetrically
(measured by weight distribution on a posture scale analyzer), and walk
farther,” she explains. “He also improved his scores on
tests of visual spatial processing.”
However, Deutsch and Merians both stress that PTs over time will be
the best test of the Wii’s effectiveness. “PTs are extremely
time-conscious, and focused on finding the most efficacious treatment
for specific conditions within the timeframe of treatment,”
Deutsch says. “If they find they are getting better outcomes with
another intervention, they will choose that over the Wii.”
Will the ultimate benefit of the Wii to treatment be a largely social
and psychological one—an increase in patient enthusiasm and
compliance? Will this alone deem it a valuable rehabilitation tool?
Time, and research, will tell.
“The Wii may go the way of other video games we have seen
employed in clinics, where the initial response is strong, but over time
the game sits idle as other treatment regimens prove more
effective,” Deutsch concludes. “Or, it may fold neatly into
the way PTs provide treatment. The answer, as with any new modality,
will be in measured outcomes.”
Advice for Those Considering a Wii Acquisition
With the immediate boosts in patient enthusiasm and compliance being
reported in clinics nationwide, more PTs are considering purchasing the
system for their facilities. “It is exciting to see a program like
the Wii that can be purchased off-the-shelf and adapted to treatment by
vigilant PTs; this is a cost-effective tool that deserves more
research,” Deutsch says.
For PTs considering a purchase, Dayan-Cimadoro offers some advice:
“First, learn about the different systems, and try them yourself.
As you use them, ask yourself: ‘What could I use this as an
exercise modality for? For what purpose could I add this to a treatment
regimen?’ This is really the same assessment process that PTs work
through when considering any new piece of exercise equipment. How might
this tool help our specific patient population?”
Blondheim agrees that the interaction with the Wii must begin with
the PT. “Find someone you know who has the Wii, and go and play
with it,” he advises. “Remember that you are performing all
of these actions as a PT first—as you keep in mind a geriatric
patient using the game, a pediatric patient, or a sports rehab patient.
PTs excel at identifying with their patients; you can use that talent
here, as you assess how the movements encouraged by the software can
help improve specific patient conditions.”
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Claire Coyne is a freelance writer.
References
Waldrop S. The future is now: technology and its impact on physical
therapy. PT—Magazine of Physical Therapy.
2003;(11(6):34-39.
PT Magazine - May 2008
| wii, Nintendo, DDR, dance, games |
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