The Use of Occupationally Imbedded Exercise in Rehabilitation Interventions: A Manual for Therapeutic Applications of Video Games for the Nintendo Wii

Graduation Date

2009

Document Type

Master's Thesis

Document Form

Print

Degree Name

Masters of Science in Occupational Therapy

Department

Occupational Therapy

Department or Program Chair

Ruth Ramsey, EdD, OTR/L

Thesis Advisor

Bonnie Napier, EdD, OTR/L

Second Advisor

Stephen Leonard, MOT, OTR/L

Abstract

Virtual reality (VR) technology is currently being explored as a possible assessment and treatment tool in several areas of rehabilitation (Weiss, P., Naveh, Y., & Katz, N., 2003; Jack, D., Merians, A., Tremaine, et al., 2001). The ability to alter the environment relatively easily, to grade different tasks, and modify activities in response to the client’s capability is an advantage for a therapist. The Nintendo Gaming Corporation released its latest gaming console called Wii in 2006. The potential of the system was quickly noticed in the rehabilitation community, as evidenced by increased interest in using virtual technology, like the Nintendo Wii, in rehabilitation (Ijsselsteijn, Kort, Westerink, et al., 2006; Weiss, Naveh, & Katez, 2003; Merians, Jack, Boian, et al., 2002; Jack, Boian, Merians, et al., 2001; Goldstein, Cajko, Oosterbroek, et al., 1997). The purpose of this project was to develop and provide written information on the therapeutic applications of the Nintendo Wii for therapist at Smith Ranch Care Center located in San Rafael, California. A focus group at Smith Ranch Care Center was formed to determine a needs assessment on the overall accessibility of the Nintendo Wii. The assessments collected indicated a need for written material about different therapeutic applications of the Nintendo Wii. Therefore, a manual for therapist was created.

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