Use of a Virtual Reality Gaming System to Improve Balance in Individuals with Chronic Brain Injury (open access)

Use of a Virtual Reality Gaming System to Improve Balance in Individuals with Chronic Brain Injury

Wii Fit U games utilize a Wii Balance Board™ (WBB) in a manner that can provide precise feedback contingencies similarly to some forms of balance rehabilitation, thereby potentially increasing the dose of quality therapy with or without the presence of a therapist during post-brain injury rehabilitation. Additionally, an engaging video-game could improve treatment adherence, a critical aspect of making positive functional gains, by potentially increasing the rate and quality of reinforcement embedded in therapy. The present study had three aims: (1) develop a rigorous behavioral therapy for improving balance in individuals living with chronic brain injury using a Wii Fit U game and the WBB; (2) evaluate the program's effects on balance measures using a within-subject experimental design; and (3) assess social validity of behavioral gains by evaluating the program's effects on participant's "subjective balance confidence" (i.e., their Activities-Specific Balance Confidence (ABC) scores). A reversal design is proposed for use with primary study participants, wherein the experimental gameplay condition and no intervention condition are alternated for 6 to 10 weeks. A similar design was used in a truncated fashion with pilot participants, and a multiple baseline design was used with follow-up pilot participants. It was expected that participants would exhibit …
Date: May 2021
Creator: Cruz, Selena R
System: The UNT Digital Library