The effects of exergaming on balance, gait, technology acceptance and flow experience in people with multiple sclerosis: a randomized controlled trial

BackgroundExergaming is a promising new alternative to traditional modes of therapeutic exercise which may be preferable and more effective for people with Multiple Sclerosis (MS). Impaired balance is reported as one of the most disabling aspects of MS. The purposes of this study were to examine the effects of exergaming on: (1) postural sway, (2) gait, (3) technology acceptance and (4) flow experience in people with MS. Secondary outcomes were disability: 12‐item Multiple Sclerosis Walking Scale (MSWS-12) and the World Health Organization Disability Assessment Schedule 2.0 (WHODAS 2.0) questionnaire.MethodsFifty-six adults (mean age = 52 years, SD = 5.8; 38 women) with a clinical diagnosis of MS and able to walk 100 meters with or without use of a walking aid were included in this study and randomized into 3 groups. Group 1 received balance training using the Nintendo Wii Fit™ (exergaming) and Group 2 undertook traditional balance training (non-exergaming). Group 3 acted as a control group, receiving no intervention. Exergaming and traditional balance training groups received four weeks of twice weekly balance-orientated exercise. Postural sway was measured using a Kistler™ force platform. Spatiotemporal parameters of gait were measured using a GAITRite™ computerised walkway. Technology acceptance and flow experience were measured using the Unified Theory of Acceptance and Use of Technology and the Flow State Scale questionnaires, respectively.ResultsThere were significant improvements in bipedal postural sway in both intervention groups when compared to the control group; and no effects of either intervention on gait. There were no significant differences between the interventions in technology acceptance but on several dimensions of flow experience the Wii Fit™ was superior to traditional balance training. Both interventions showed improvements in disability compared to control.ConclusionsIn terms of the physical effects of exergaming, the Wii Fit™ is comparable to traditional balance training. These findings would support the use of the Wii Fit™ as an effective means of balance and gait training for people with MS, which is both accepted and intrinsically motivating to MS users.Trial registrationControlled Trials ISRCTN13924231.

[1]  T Akimoto,et al.  Effects of music during exercise on RPE, heart rate and the autonomic nervous system. , 2006, The Journal of sports medicine and physical fitness.

[2]  Marshall G. Jones,et al.  Creating Electronic Learning Environments: Games, Flow, and the User Interface. , 1998 .

[3]  Ryan E Rhodes,et al.  The health benefits of interactive video game exercise. , 2007, Applied physiology, nutrition, and metabolism = Physiologie appliquee, nutrition et metabolisme.

[4]  Alasdair G. Thin,et al.  Flow Experience and Mood States While Playing Body Movement-Controlled Video Games , 2011, Games Cult..

[5]  Michelle H Cameron,et al.  Postural Control in Multiple Sclerosis: Implications for Fall Prevention , 2010, Current neurology and neuroscience reports.

[6]  Gavin Andrews,et al.  Normative Data for the 12 Item WHO Disability Assessment Schedule 2.0 , 2009, PloS one.

[7]  K. Rome,et al.  Randomized clinical trial into the impact of rigid foot orthoses on balance parameters in excessively pronated feet , 2004, Clinical rehabilitation.

[8]  Edgar Erdfelder,et al.  G*Power 3: A flexible statistical power analysis program for the social, behavioral, and biomedical sciences , 2007, Behavior research methods.

[9]  Maria Laura Luchetta,et al.  Modified versus standard intention-to-treat reporting: Are there differences in methodological quality, sponsorship, and findings in randomized trials? A cross-sectional study , 2011, Trials.

[10]  J. Raymakers,et al.  The assessment of body sway and the choice of the stability parameter(s). , 2005, Gait & posture.

[11]  A. Achiron,et al.  Gait analysis in multiple sclerosis: characterization of temporal-spatial parameters using GAITRite functional ambulation system. , 2009, Gait & posture.

[12]  Nicole Fruehauf Flow The Psychology Of Optimal Experience , 2016 .

[13]  A. Shumway-cook,et al.  Understanding Falls in Multiple Sclerosis: Association of Mobility Status, Concerns About Falling, and Accumulated Impairments , 2011, Physical Therapy.

[14]  A J Thompson,et al.  Multiple sclerosis: a preliminary study of selected variables affecting rehabilitation outcome , 1999, Multiple sclerosis.

[15]  Carlo Pozzilli,et al.  Home-Based Balance Training Using the Wii Balance Board , 2013, Neurorehabilitation and neural repair.

[16]  Sandra L. Calvert,et al.  Exergames for Physical Education Courses: Physical, Social, and Cognitive Benefits. , 2011, Child development perspectives.

[17]  Paul D. Allison,et al.  Handling Missing Data by Maximum Likelihood , 2012 .

[18]  D. Warburton,et al.  Effectiveness of high-intensity interval training for the rehabilitation of patients with coronary artery disease. , 2005, The American journal of cardiology.

[19]  N. Larocca,et al.  Multiple sclerosis; earning a living. , 1980, New York state journal of medicine.

[20]  V. Gebski,et al.  Inclusion of patients in clinical trial analysis: the intention‐to‐treat principle , 2003, The Medical journal of Australia.

[21]  J. Deutsch,et al.  Use of a Low-Cost, Commercially Available Gaming Console (Wii) for Rehabilitation of an Adolescent With Cerebral Palsy , 2008, Physical Therapy.

[22]  G. Platt,et al.  Effect of visual force biofeedback on balance control in people with Multiple Sclerosis- a Pilot Quasi-experimental study , 2012 .

[23]  Jacob J. Sosnoff,et al.  Mobility, Balance and Falls in Persons with Multiple Sclerosis , 2011, PloS one.

[24]  Lena von Koch,et al.  Balance exercise for persons with multiple sclerosis using Wii games: a randomised, controlled multi-centre study , 2013, Multiple sclerosis.

[25]  Sung Ho Jang,et al.  Use of Virtual Reality to Enhance Balance and Ambulation in Chronic Stroke: A Double-Blind, Randomized Controlled Study , 2009, American journal of physical medicine & rehabilitation.

[26]  Kate McKean Of social science. , 1864 .

[27]  Jacob Cohen Statistical Power Analysis for the Behavioral Sciences , 1969, The SAGE Encyclopedia of Research Design.

[28]  W. Pryse-Phillips,et al.  Incidence and Prevalence of Multiple Sclerosis in Newfoundland and Labrador , 2005, Canadian Journal of Neurological Sciences / Journal Canadien des Sciences Neurologiques.

[29]  G. Crombez,et al.  Effects of distraction on treadmill running time in severely obese children and adolescents , 2002, International Journal of Obesity.

[30]  A J Thompson,et al.  Measuring the impact of MS on walking ability , 2003, Neurology.

[31]  Giampaolo Brichetto,et al.  The effect of Nintendo® Wii® on balance in people with multiple sclerosis: a pilot randomized control study , 2013, Multiple sclerosis.

[32]  Carlo Pozzilli,et al.  The Clinical Relevance of Force Platform Measures in Multiple Sclerosis: A Review , 2013, Multiple sclerosis international.

[33]  Robert W. Motl,et al.  Confirmation and extension of the validity of the Multiple Sclerosis Walking Scale-12 (MSWS-12) , 2008, Journal of the Neurological Sciences.

[34]  S. Eathorne ACSM's Exercise Management for Persons with Chronic Diseases and Disabilities , 1998 .

[35]  Sandra L. Calvert,et al.  The promise of exergames as tools to measure physical health , 2011, Entertain. Comput..

[36]  Gordon B. Davis,et al.  User Acceptance of Information Technology: Toward a Unified View , 2003, MIS Q..

[37]  H. Marsh,et al.  Development and Validation of a Scale to Measure Optimal Experience: The Flow State Scale , 1996 .

[38]  R. Eklund,et al.  Assessing Flow in Physical Activity: The Flow State Scale-2 and Dispositional Flow Scale-2 , 2002 .

[39]  K. Pierzchala,et al.  Evaluation of postural balance control in patients with multiple sclerosis - effect of different sensory conditions and arithmetic task execution. A pilot study. , 2010, Neurologia i neurochirurgia polska.

[40]  Hamid Bateni,et al.  Changes in balance in older adults based on use of physical therapy vs the Wii Fit gaming system: a preliminary study. , 2012, Physiotherapy.

[41]  Chronic Low Back Pain: Patient Compliance With Physiotherapy Advice and Exercise, Perceived Barriers and Motivation , 2004 .

[42]  J. Kurtzke Rating neurologic impairment in multiple sclerosis , 1983, Neurology.

[43]  S. Kuys,et al.  Is the Wii Fit™ a new-generation tool for improving balance, health and well-being? A pilot study , 2010, Climacteric : the journal of the International Menopause Society.

[44]  Kirk Brumels,et al.  Comparison of efficacy between traditional and video game based balance programs , 2008 .

[45]  M. Stokes Physical Management in Neurological Rehabilitation , 2004 .

[46]  Jean-Francois Esculier,et al.  Home-based balance training programme using Wii Fit with balance board for Parkinsons's disease: a pilot study. , 2012, Journal of rehabilitation medicine.

[47]  J. Roitman,et al.  ACSM's Resource Manual for Guidelines for Exercise Testing and Prescription , 1998 .

[48]  T. Ingemann-Hansen,et al.  Review: Multiple sclerosis and physical exercise: recommendations for the application of resistance-, endurance- and combined training , 2008, Multiple sclerosis.

[49]  J. Donovan,et al.  Why don't patients do their exercises? Understanding non-compliance with physiotherapy in patients with osteoarthritis of the knee , 2001, Journal of epidemiology and community health.

[50]  Pamela M. Kato,et al.  Video Games in Health Care: Closing the Gap , 2010 .

[51]  Diana L Schulmann,et al.  Effect of eye movements on dynamic equilibrium. , 1987, Physical therapy.

[52]  M. Stokes Physical management in neurological rehabilitation: 2nd edition , 2004 .

[53]  L. Kaminsky ACSM's resource manual for Guidelines for exercise testing and prescription , 2006 .