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

Overview of attention for article published in BMC Sports Science, Medicine and Rehabilitation, April 2015
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About this Attention Score

  • In the top 25% of all research outputs scored by Altmetric
  • High Attention Score compared to outputs of the same age (91st percentile)

Mentioned by

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1 news outlet
blogs
1 blog
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6 X users

Citations

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84 Dimensions

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284 Mendeley
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Title
The effects of exergaming on balance, gait, technology acceptance and flow experience in people with multiple sclerosis: a randomized controlled trial
Published in
BMC Sports Science, Medicine and Rehabilitation, April 2015
DOI 10.1186/s13102-015-0001-1
Pubmed ID
Authors

Jonathan Robinson, John Dixon, Alasdair Macsween, Paul van Schaik, Denis Martin

Abstract

Exergaming 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. Fifty-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. There 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. In 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. Controlled Trials ISRCTN13924231.

X Demographics

X Demographics

The data shown below were collected from the profiles of 6 X users who shared this research output. Click here to find out more about how the information was compiled.
Mendeley readers

Mendeley readers

The data shown below were compiled from readership statistics for 284 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
Spain 1 <1%
Colombia 1 <1%
United States 1 <1%
Unknown 281 99%

Demographic breakdown

Readers by professional status Count As %
Student > Bachelor 41 14%
Student > Master 39 14%
Student > Ph. D. Student 26 9%
Researcher 19 7%
Student > Doctoral Student 16 6%
Other 54 19%
Unknown 89 31%
Readers by discipline Count As %
Nursing and Health Professions 44 15%
Medicine and Dentistry 37 13%
Sports and Recreations 19 7%
Psychology 18 6%
Neuroscience 12 4%
Other 51 18%
Unknown 103 36%
Attention Score in Context

Attention Score in Context

This research output has an Altmetric Attention Score of 20. This is our high-level measure of the quality and quantity of online attention that it has received. This Attention Score, as well as the ranking and number of research outputs shown below, was calculated when the research output was last mentioned on 07 September 2016.
All research outputs
#1,599,673
of 22,803,211 outputs
Outputs from BMC Sports Science, Medicine and Rehabilitation
#64
of 497 outputs
Outputs of similar age
#22,097
of 264,852 outputs
Outputs of similar age from BMC Sports Science, Medicine and Rehabilitation
#4
of 5 outputs
Altmetric has tracked 22,803,211 research outputs across all sources so far. Compared to these this one has done particularly well and is in the 92nd percentile: it's in the top 10% of all research outputs ever tracked by Altmetric.
So far Altmetric has tracked 497 research outputs from this source. They typically receive a lot more attention than average, with a mean Attention Score of 12.3. This one has done well, scoring higher than 87% of its peers.
Older research outputs will score higher simply because they've had more time to accumulate mentions. To account for age we can compare this Altmetric Attention Score to the 264,852 tracked outputs that were published within six weeks on either side of this one in any source. This one has done particularly well, scoring higher than 91% of its contemporaries.
We're also able to compare this research output to 5 others from the same source and published within six weeks on either side of this one.