Review: The Nintendo Wii as a tool for neurocognitive rehabilitation, training and health promotion

  • Authors:
  • Tamires Marinho Pessoa;Danielle Sousa Coutinho;Valeska Martinho Pereira;Natalia Pinho De Oliveira Ribeiro;Antonio Egidio Nardi;Adriana Cardoso De Oliveira E Silva

  • Affiliations:
  • -;-;-;-;-;-

  • Venue:
  • Computers in Human Behavior
  • Year:
  • 2014

Quantified Score

Hi-index 0.00

Visualization

Abstract

Health professionals have used virtual reality as an aid for several types of treatment. Given that virtual reality systems are expensive and not always available, a more accessible type of virtual reality technology is video games. The Nintendo Wii(TM) (NW) is a video game system that uses virtual reality technology, as defined by Deutsch, Borbely, Filler, Huhn, and Guarrera-Bowlby (2008), which may be used for health promotion. The Nintendo Wii(TM) also provides an opportunity for social interaction; thus, it is a promising tool with great potential for the treatment of specific disorders. The aim of this article is to evaluate the ways in which the Nintendo Wii has been used to treat specific disorders or to promote cognitive or physical improvements through a review of the literature. The results have shown that the NW is a potentially useful tool in some therapeutic treatments that can be used with people of diverse social statuses and tastes. Despite the positive initial results, further studies are required to provide a better evaluation of video game usage in therapeutic programs.