Department of Physical Therapy, University of Toronto, 160-500 University Ave, Toronto ON M5G 1V7, Canada.
Gait Posture. 2012 Jul;36(3):449-53. doi: 10.1016/j.gaitpost.2012.04.005. Epub 2012 May 19.
The Nintendo Wii Fit™ may provide an affordable alternative to traditional biofeedback or virtual reality systems for retraining or improving motor function in populations with impaired balance. The purpose of this study was to evaluate postural control strategies healthy individuals use to play Wii Fit™ videogames. Sixteen young adults played 10 trials of Ski Slalom and Soccer Heading respectively. Centre of pressure (COP) excursion and three-dimensional movement data were acquired to determine variability in medial-lateral COP sway and shoulder-pelvic movement. While there was no difference in medial-lateral COP variability between games during trial 1, there was a significant difference after 10 trials. COP sway increased (59-75 mm) for Soccer Heading while it decreased (67-33 mm) for Ski Slalom from trial 1 to trial 10. During Ski Slalom participants demonstrated decreased shoulder and pelvic movement combined with increased pelvic-shoulder coupling. Conversely, participants demonstrated greater initial shoulder tilt when playing Soccer Heading, with no reduction in pelvic rotation and tilt. Participants decreased pelvic and trunk movements when skiing, suggesting a greater contribution of lower extremity control while they primarily used a trunk strategy to play Soccer Heading.
任天堂 Wii Fit™ 可能为重新训练或改善平衡受损人群的运动功能提供了一种经济实惠的替代传统生物反馈或虚拟现实系统的方法。本研究的目的是评估健康个体在玩 Wii Fit™ 视频游戏时使用的姿势控制策略。16 名年轻人分别玩了 10 次滑雪和足球顶球游戏。为了确定中侧压力中心(COP)摆动和肩部-骨盆运动的变异性,采集了压力中心(COP)偏移和三维运动数据。虽然在第 1 次试验中两种游戏的中侧 COP 变异性没有差异,但在 10 次试验后有显著差异。足球顶球的 COP 摆动增加(59-75 毫米),而滑雪的 COP 摆动减少(67-33 毫米),从第 1 次试验到第 10 次试验。在滑雪游戏中,参与者表现出肩部和骨盆运动减少,同时骨盆-肩部耦合增加。相反,参与者在玩足球顶球时表现出更大的初始肩部倾斜,而骨盆旋转和倾斜没有减少。参与者在滑雪时减少了骨盆和躯干的运动,这表明下肢控制的贡献更大,而他们主要使用躯干策略来玩足球顶球。