Can Wii™ work it out?
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Author(s)
V. Cyarto, Elizabeth
Kuys, Suzanne
Henwood, Tim R.
Blackberry, Irene
Griffith University Author(s)
Year published
2011
Metadata
Show full item recordAbstract
Virtual reality is the computer-generated simulation of a real-world environment. For over 20 years, this technology has been used for health-related and rehabilitation purposes. The new generation of wireless gaming consoles has brought low-cost, easily accessible virtual environments to lounge rooms, physiotherapy clinics and aged care facilities. The purpose of this paper is to review the emerging literature on the use of active gaming technology (Nintendo's Wii驠with older people. The results of a recent qualitative study on the acceptability and feasibility of implementing Wii頩n aged care settings will also be ...
View more >Virtual reality is the computer-generated simulation of a real-world environment. For over 20 years, this technology has been used for health-related and rehabilitation purposes. The new generation of wireless gaming consoles has brought low-cost, easily accessible virtual environments to lounge rooms, physiotherapy clinics and aged care facilities. The purpose of this paper is to review the emerging literature on the use of active gaming technology (Nintendo's Wii驠with older people. The results of a recent qualitative study on the acceptability and feasibility of implementing Wii頩n aged care settings will also be presented. As broadband-enabled healthcare expands and gaming technology advances, gaming consoles could be used for more than recreation. In addition to the potential health benefits, connecting older people to peers or health professionals in this way may be a strategy to counteract the social and physical isolation experienced by a growing number of those living in the community.
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View more >Virtual reality is the computer-generated simulation of a real-world environment. For over 20 years, this technology has been used for health-related and rehabilitation purposes. The new generation of wireless gaming consoles has brought low-cost, easily accessible virtual environments to lounge rooms, physiotherapy clinics and aged care facilities. The purpose of this paper is to review the emerging literature on the use of active gaming technology (Nintendo's Wii驠with older people. The results of a recent qualitative study on the acceptability and feasibility of implementing Wii頩n aged care settings will also be presented. As broadband-enabled healthcare expands and gaming technology advances, gaming consoles could be used for more than recreation. In addition to the potential health benefits, connecting older people to peers or health professionals in this way may be a strategy to counteract the social and physical isolation experienced by a growing number of those living in the community.
View less >
Journal Title
Telecommunication Journal of Australia
Volume
61
Issue
3
Publisher URI
Copyright Statement
© 2011 Swinburne University of Technology. The attached file is reproduced here in accordance with the copyright policy of the publisher. Please refer to the journal's website for access to the definitive, published version.
Subject
Medical and Health Sciences not elsewhere classified
Communications Technologies
Law
Communication and Media Studies