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Courtney D. Hall, Carolyn K. Clevenger, Rachel A. Wolf, James S. Lin, Theodore M. Johnson II and Steven L. Wolf

The use of low-cost interactive game technology for balance rehabilitation has become more popular recently, with generally good outcomes. Very little research has been undertaken to determine whether this technology is appropriate for balance assessment. The Wii balance board has good reliability and is comparable to a research-grade force plate; however, recent studies examining the relationship between Wii Fit games and measures of balance and mobility demonstrate conflicting findings. This study found that the Wii Fit was feasible for community-dwelling older women to safely use the balance board and quickly learn the Wii Fit games. The Ski Slalom game scores were strongly correlated with several balance and mobility measures, whereas Table Tilt game scores were not. Based on these findings, the Ski Slalom game may have utility in the evaluation of balance problems in community-dwelling older adults.

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Hackney * 1 2016 24 1 101 110 10.1123/japa.2014-0211 Feasibility of a Low-Cost, Interactive Gaming System to Assess Balance in Older Women Courtney D. Hall * Carolyn K. Clevenger * Rachel A. Wolf * James S. Lin * Theodore M. Johnson II * Steven L. Wolf * 1 2016 24 1 111 118 10.1123/japa.2014

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Sarah J. Wherry, Cheryl Der Ananian and Pamela D. Swan

to the system. They were asked to complete the log immediately after exercise to ensure accurate recording. Upon the return of the equipment at the posttest visit, study staff accessed the electronic record stored by the gaming system and compared them with the paper logs. Staff noted any differences

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Yongwoo Lee, Wonjae Choi, Kyeongjin Lee, Changho Song and Seungwon Lee

). Gaming systems based on virtual reality are potentially useful for technologies that allow users to synchronize their movements with the avatar on the screen ( Saposnik et al., 2010 ). Computer-generated three-dimensional environments create an atmosphere that is more realistic than two dimensions. A

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Ashleigh J. Sowle, Sarah L. Francis, Jennifer A. Margrett, Mack C. Shelley and Warren D. Franke

shows them on the screen by using remotes as seen in Wii ® (Nintendo, Kyoto, Japan) gaming systems and a camera sensor in Xbox Kinect ™ (Microsoft, Redmond, WA) systems ( O’Leary et al., 2011 ). Exergaming has gained popularity in recent years and is growing in popularity among older adults ( Maillot

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Mallory S. Kobak, Andrew Lepp, Michael J. Rebold, Hannah Faulkner, Shannon Martin and Jacob E. Barkley

traditional, non-active gaming system . Int J Exerc Sci . 2012 ; 5 ( 2 ): 160 – 9 . PubMed 27182381 41. Sudan M , Oslen J , Sigsgaard T , Kheifets L . Trends in cell phone use among children in the Danish national birth cohort at ages 7 and 11 years . J Expo Sci Environ Epidemiol . 2016 ; 26

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Chad M. Killian, Christopher J. Kinder and Amelia Mays Woods

regarding implementation at the middle and high school levels based on perceived student maturity and readiness. No differences between participants based on academic rank or institutional classification. Kooiman & Sheehan ( 2015 ), USA Simulated OLPE using Microsoft Kinect Xbox 360 gaming system to

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Monna Arvinen-Barrow, Nathan Maresh and Jennifer Earl-Boehm

-based in-game navigation, the demands/objectives of the games to be played, orientation to the gaming system, and without performing a SLS while playing, the participants were able to familiarize themselves with the gaming system during the strength-training phase of the rehabilitation that had no balance

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Cheryl A. Howe, Kimberly A. Clevenger, Brian Plow, Steve Porter and Gaurav Sinha

, McCormick D , Shawis T , Impson R , Griffin M . Activity-promoting gaming systems in exercise and rehabilitation . J Rehabil Res Dev . 2011 ; 48 ( 10 ): 1171 – 86 . PubMed ID: 22234662 doi:10.1682/JRRD.2010.09.0171 22234662 10.1682/JRRD.2010.09.0171 36. Trost SG , Ward DS , Senso M

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C. Keith Harrison and Jay J. Coakley

’s Delight” (1979) by The Sugarhill Gang while playing video game football on a Magnavox Odyssey game system with my peer Jeff Pecot every day—after we did our homework first. During those middle school and early high school days, I would often listen to my boombox late at night with various mixtapes, both