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This is an old revision of this page, as edited by Zxcvbnm (talk | contribs) at 00:47, 10 December 2021 (Discussion Masem). The present address (URL) is a permanent link to this revision, which may differ significantly from the current revision.

Article stats

FAC Nominator User:Ixistant

Authorship stats

  1. Masem 38%
  2. Lightlowemon 14.6%
  3. X-Editor 6.8%

Top editor stats

  1. Jhsounds · 1,291 (28.8%)
  2. TJ Spyke · 821 (18.3%)
  3. Dancter · 479 (10.7%)

Stats excerpted as of 6 December, 2021, SandyGeorgia (Talk) 17:54, 6 December 2021 (UTC)[reply]

FASA nominations

Please set up separate sections for each nomination.

FASA nomination Masem

I nominate Masem for a Featured Article Save Award for the article Wii. SandyGeorgia (Talk) 22:01, 9 December 2021 (UTC)[reply]

Discussion Masem

  1. Support. Masem remained patient through a long and difficult FAR, and should be able to display the star associated with Wii in userspace as now having written almost 40% of the content at the article. SandyGeorgia (Talk) 21:32, 9 December 2021 (UTC)[reply]
  2. Support. Panini!🥪 21:53, 9 December 2021 (UTC)[reply]
  3. Support Per others.ZXCVBNM (TALK) 00:47, 10 December 2021 (UTC)[reply]

MEDRS sources

    • Bonnechère B, Jansen B, Omelina L, Van Sint Jan S (December 2016). "The use of commercial video games in rehabilitation: a systematic review". Int J Rehabil Res. 39 (4): 277–290. doi:10.1097/MRR.0000000000000190. PMID 27508968.
    • Tripette J, Murakami H, Ryan KR, Ohta Y, Miyachi M (2017). "The contribution of Nintendo Wii Fit series in the field of health: a systematic review and meta-analysis". PeerJ. 5: e3600. doi:10.7717/peerj.3600. PMC 5590553. PMID 28890847.{{cite journal}}: CS1 maint: unflagged free DOI (link)
    • Garcia-Munoz C, Casuso-Holgado MJ (October 2019). "[Effectiveness of Wii Fit Balance board in comparison with other interventions for post-stroke balance rehabilitation. Systematic review and meta-analysis]". Rev Neurol (in Spanish; Castilian). 69 (7): 271–279. doi:10.33588/rn.6907.2019091. PMID 31559625.{{cite journal}}: CS1 maint: unrecognized language (link)
    • Santos P, Scaldaferri G, Santos L, Ribeiro N, Neto M, Melo A (2019). "Effects of the Nintendo Wii training on balance rehabilitation and quality of life of patients with Parkinson's disease: A systematic review and meta-analysis". NeuroRehabilitation. 44 (4): 569–577. doi:10.3233/NRE-192700. PMID 31256088.
    • Thomas E, Battaglia G, Patti A, Brusa J, Leonardi V, Palma A, Bellafiore M (July 2019). "Physical activity programs for balance and fall prevention in elderly: A systematic review". Medicine (Baltimore). 98 (27): e16218. doi:10.1097/MD.0000000000016218. PMC 6635278. PMID 31277132.
    • Marotta N, Demeco A, Indino A, de Scorpio G, Moggio L, Ammendolia A (June 2020). "Nintendo WiiTMversus Xbox KinectTM for functional locomotion in people with Parkinson's disease: a systematic review and network meta-analysis". Disabil Rehabil: 1–6. doi:10.1080/09638288.2020.1768301. PMID 32478581.
    • Choi SD, Guo L, Kang D, Xiong S (November 2017). "Exergame technology and interactive interventions for elderly fall prevention: A systematic literature review". Appl Ergon. 65: 570–581. doi:10.1016/j.apergo.2016.10.013. PMID 27825723.
    • Hill NT, Mowszowski L, Naismith SL, Chadwick VL, Valenzuela M, Lampit A (April 2017). "Computerized Cognitive Training in Older Adults With Mild Cognitive Impairment or Dementia: A Systematic Review and Meta-Analysis". Am J Psychiatry. 174 (4): 329–340. doi:10.1176/appi.ajp.2016.16030360. PMID 27838936.
    • Aramaki AL, Sampaio RF, Reis AC, Cavalcanti A, Dutra FC (May 2019). "Virtual reality in the rehabilitation of patients with stroke: an integrative review". Arq Neuropsiquiatr. 77 (4): 268–278. doi:10.1590/0004-282X20190025. PMID 31090808.
    • Godinho C, Domingos J, Cunha G, Santos AT, Fernandes RM, Abreu D, Gonçalves N, Matthews H, Isaacs T, Duffen J, Al-Jawad A, Larsen F, Serrano A, Weber P, Thoms A, Sollinger S, Graessner H, Maetzler W, Ferreira JJ (March 2016). "A systematic review of the characteristics and validity of monitoring technologies to assess Parkinson's disease". J Neuroeng Rehabil. 13: 24. doi:10.1186/s12984-016-0136-7. PMC 4788909. PMID 26969628.{{cite journal}}: CS1 maint: unflagged free DOI (link)
    • Jalink MB, Heineman E, Pierie JP, ten Cate Hoedemaker HO (December 2014). "Nintendo related injuries and other problems: review". BMJ. 349: g7267. doi:10.1136/bmj.g7267. PMC 4267699. PMID 25515525.

Discussion

@ImaginesTigers, Panini!, and WhatamIdoing: here are most of the pieces. The cerebral palsy "first" was kinda bogus, and I uncovered a ... donation ... from Nintendo to the American Heart Association. WAID, I have added multiple secondary reviews (citation overkill) as there really are a number of reviews in some areas, and we might use those if we want to go into further detail here. But these are the main pieces ... SandyGeorgia (Talk) 18:05, 21 January 2021 (UTC)[reply]

@ImaginesTigers, Panini!, and WhatamIdoing: Not sure if you all saw this; please let me know if this needs adjustment. SandyGeorgia (Talk) 15:26, 22 January 2021 (UTC)[reply]
I don't see any problems with this, so not much to comment on. Panini🥪 15:33, 22 January 2021 (UTC)[reply]
Copying to the article, and unwatching the article and the FAR. Best to all of you, my friends, SandyGeorgia (Talk) 18:32, 22 January 2021 (UTC)[reply]
It looks like an improvement to me. I've just fixed some of the punctuation. WhatamIdoing (talk) 21:30, 24 January 2021 (UTC)[reply]

Health effects

The Wii was marketed to a healthy lifestyle via physical activity; it has been used in physical rehabilitation and its health effects have been studied for several conditions.[1][2] The most studied uses of Wii for rehabilitation therapy are for stroke, cerebral palsy, Parkinson's disease,[1][3][4] and for balance training.[2][5][6][7] The potential for adverse effects from videogame rehabilitation therapy (for example, from falls) has not been well studied as of 2016.[1]

A study published in the British Medical Journal stated that Wii players use more energy than they do playing sedentary computer games, but Wii playing was not an adequate replacement for regular exercise.[8][9] Some Wii players have experienced musculoskeletal injuries known as "Wiiitis", "Wii knee", "Wii elbow" (similar to tennis elbow) or "nintendinitis" from repetitive play; a small number of serious injuries have occurred, but injuries are infrequent and most are mild.[10][11]

In May 2010, Nintendo gave the American Heart Association (AHA) a $1.5 million gift;[12] the AHA endorsed the Wii with its Healthy Check icon, covering the console and two of its more-active games, Wii Fit Plus and Wii Sports Resort.[13][14]

References

  1. ^ a b c "The use of commercial video games in rehabilitation: a systematic review". Int J Rehabil Res. 39 (4): 277–290. December 2016. doi:10.1097/MRR.0000000000000190. PMID 27508968. Most studies used the Nintendo Wii (79%) ... Furthermore, the Wii ... marketing approach was oriented toward promoting physical activity and fitness ... Although the use of VGs in PR is a relatively new trend, this review highlights that it has already been tested for various health conditions. Most of the published studies focus on neurological rehabilitation (stroke, cerebral palsy, and Parkinson's disease) ... rehabilitation that includes VGs is at least as efficient as conventional therapy ... VGs have numerous advantages, such as preventing monotony and boredom, increasing motivation, providing direct feedback, and allowing double-task training. However, data on potential adverse effects (e.g. falls, counterproductive effects) that could occur during VG training with patients are lacking. {{cite journal}}: Unknown parameter |authors= ignored (help)
  2. ^ a b "The contribution of Nintendo Wii Fit series in the field of health: a systematic review and meta-analysis". PeerJ. 5: e3600. 2017. doi:10.7717/peerj.3600. PMC 5590553. PMID 28890847. Wii Fit interventions were shown to be effective for the improvement of health status in various types of patients (chronic obstructive pulmonary disease, hemodialysis, renal complications, diabetes, cancer, etc.). Our review identified that the most notable focus of Wii Fit interventions were balance training. The Wii Fit has indeed been successfully used to prevent falls or to induce functional improvements in a wide range of healthy or pathologic populations (e.g., seniors, subjects with neurodegenerative diseases, orthopedic patients, children with developmental delay, multiple sclerosis patients, etc.). {{cite journal}}: Unknown parameter |authors= ignored (help)CS1 maint: unflagged free DOI (link)
  3. ^ "Nintendo WiiTMversus Xbox KinectTM for functional locomotion in people with Parkinson's disease: a systematic review and network meta-analysis". Disabil Rehabil: 1–6. June 2020. doi:10.1080/09638288.2020.1768301. PMID 32478581. These network meta-analytic findings show that Kinect and Wii show immediate positive effects on functional locomotion in people with PD. Compared with Kinect RCTs, Wii may be considered the best therapy for providing functional recovery in PD. {{cite journal}}: Unknown parameter |authors= ignored (help)
  4. ^ "Virtual reality in the rehabilitation of patients with stroke: an integrative review". Arq Neuropsiquiatr. 77 (4): 268–278. May 2019. doi:10.1590/0004-282X20190025. PMID 31090808. The studies indicated improvement in dynamic balance, upper limb motor function and quality of life after rehabilitation using VR. {{cite journal}}: Unknown parameter |authors= ignored (help)
  5. ^ "Effects of the Nintendo Wii training on balance rehabilitation and quality of life of patients with Parkinson's disease: A systematic review and meta-analysis". NeuroRehabilitation. 44 (4): 569–577. 2019. doi:10.3233/NRE-192700. PMID 31256088. ... combined NW [Nintendo Wii] and traditional physiotherapy was more effective than traditional physiotherapy in the rehabilitation on balance and quality of life in patients with PD. Although the results have shown positive effects, the values demonstrated a poor methodological quality and a low level of completeness of intervention descriptions, which compromises reproducibility and the possibility of practitioners to replicate in clinical practice. Thus, more studies are needed, comparing NW in an isolated way with traditional physiotherapy, with a better comprehension of the descriptions of the interventions. {{cite journal}}: Unknown parameter |authors= ignored (help)
  6. ^ "Physical activity programs for balance and fall prevention in elderly: A systematic review". Medicine (Baltimore). 98 (27): e16218. July 2019. doi:10.1097/MD.0000000000016218. PMC 6635278. PMID 31277132. Resistance and aerobic exercise, balance training, T-bow© and wobble board training, aerobic step and stability ball, and adapted physical activity and Wii Fit training all seem to be effective exercise programs able to increase the ability to balance in the elderly. {{cite journal}}: Unknown parameter |authors= ignored (help)
  7. ^ "Exergame technology and interactive interventions for elderly fall prevention: A systematic literature review". Appl Ergon. 65: 570–581. November 2017. doi:10.1016/j.apergo.2016.10.013. PMID 27825723. ... accumulated evidences suggested that interactive exergaming is an effective and promising intervention for an older population on balance training and fall prevention. The interactive exergaming is enjoyable and auspicious to bring some benefits related to physical (e.g., postural balance, human mobility and gait, and muscle strength) and cognitive functioning (e.g., self-confidence, reaction time, and enjoyment) to not only healthy older adults but also the elderly with impaired balance, different disabilities or diseases ... it remains inconclusive whether the exergame-based intervention is superior to conventional physical therapy or exercise intervention on elderly fall prevention due to different study designs, tested samples, intervention protocols and outcome measures. {{cite journal}}: Unknown parameter |authors= ignored (help)
  8. ^ Graves L, Stratton G, Ridgers ND, Cable NT (December 2007). "Comparison of energy expenditure in adolescents when playing new generation and sedentary computer games: cross sectional study". BMJ. 335 (7633): 1282–4. doi:10.1136/bmj.39415.632951.80. PMC 2151174. PMID 18156227.
  9. ^ "Wii players need to exercise too". BBC News Online. December 21, 2007. Archived from the original on April 4, 2019. Retrieved September 25, 2008.
  10. ^ "Nintendo related injuries and other problems: review". BMJ. 349: g7267. December 2014. doi:10.1136/bmj.g7267. PMC 4267699. PMID 25515525. {{cite journal}}: Unknown parameter |authors= ignored (help)
  11. ^ "If it's not tennis elbow, it may be "Wiiitis"". Reuters. June 6, 2007. Archived from the original on March 7, 2008. Retrieved March 27, 2008.
  12. ^ Childs, Dan; Zak, Lana (May 16, 2020). "Is Wii worthy of American Heart Association accolade?". ABC News. Retrieved January 21, 2021. For years, the American Heart Association Healthy Check logo has appeared on packaging in the grocery store—and soon the AHA's name will appear on the Nintendo Wii video game system. ... ABC News asked if, as part of the agreement, Nintendo had paid money to the AHA. Yancy said Nintendo did provide a $1.5 million gift over three years in an exclusive relationship.
  13. ^ Schectman, Joel (May 17, 2010). "Heart group backs Wii video game console in obesity campaign". The Daily News. Batavia, New York. Associated Press. Archived from the original on July 20, 2012. Retrieved December 28, 2011.
  14. ^ "Working together". Activeplaynow.com. American Heart Association and Nintendo. January 20, 2010. Archived from the original on November 16, 2010. Retrieved November 11, 2010.