Wii Fit helps legless, Tetris helps traumatised

happygeek 0 Tallied Votes 436 Views Share

Games are dangerous, corrupting, evil things. After all we have been told that playing GTA IV is more harmful to kids than , and how the Nintendo Wii can to players and observers alike.

Now, it appears, the truth is emerging. A brilliantly uplifting report explains how one-legged patients at Seacroft Hospital in England have been using the Wii for rehabilitation.

Physiotherapists at the hospital have been using Wii Fit and the balance board to help teach new amputees how to use their prosthetic legs. Apparently the balance board gets past the problem that many have with being able to put weight through the false leg by enabling them to see exactly where the weight is going. Wii Skiing has also been used to improve balance and control for these patients.

Meanwhile, that classic game of Tetris has found a place in the first aid box as well. Scientists are claiming that a game of Tetris can help overcome the symptoms associated with Post Traumatic Stress Disorder, such as worrying flashbacks for example.

Researchers from Oxford University have described the game as being a cognitive vaccine that prevents painful flashback memories by providing a visiospatial cognitive stimulation for the patient if used in the immediate aftermath of the traumatic event. It would seem that there is a six hour window in which to act, which does rather restrict the possibility of providing the treatment unless the paramedics on scene or doctors in casualty keep a charged up DS in the first aid kit next to the defibrillator.

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As observed, two very different research threads—using the Wii balance board for rehabilitation and using visuospatial games to reduce intrusive trauma memories—have moved well beyond clickbait. Short summary, evidence pointers and practical notes follow.

Controlled trials and meta-analyses show commercially available “exergames” (Wii, Kinect and similar) can improve balance and mobility in older adults and as an adjunct in neurological rehab; effects are real but variable by population and protocol. See a recent systematic review and meta-analysis of exergames for balance/mobility. https://link.springer.com/article/10.1186/s13643-020-01421-7. Reviews focused on Parkinson disease report similar, generally positive adjunct effects. https://pmc.ncbi.nlm.nih.gov/articles/PMC9798876/

Balance-board work has been trialed in small feasibility projects and telehealth protocols for lower-limb amputees (for example, the Wii.n.Walk program and related pilot work). Those reports show feasibility and motivation benefits but larger RCTs are limited; integration with standard prosthetic training is recommended. https://www.researchprotocols.org/2014/4/e80/

On the trauma side, laboratory reconsolidation studies found that reactivating a visual memory then doing a visuospatial task (Tetris) reduces later intrusive images; later clinical trials have adapted that idea into brief guided interventions and report substantial reductions in intrusive memories when delivered with a memory reminder plus ~10–20 minutes of guided visuospatial play. See the key Psychological Science lab paper and a large randomized trial of a guided imagery-competing intervention in healthcare workers. https://doi.org/10.1177/0956797615583071. https://link.springer.com/article/10.1186/s12916-024-03569-8

Practical takeaways: clinicians using the balance board should screen fall risk, keep sessions supervised, document baseline/outcome measures (Berg Balance Scale, TUG), and follow an explicit dosing plan (trials use 10–45 min sessions, 2–5x/week). For imagery-competing work, follow published protocols (memory cue then a guided visuospatial task) and treat it as symptom-targeted, brief intervention—not a substitute for trauma-focused psychotherapy. Reported Wii-related injuries are uncommon but documented, so enforce safe play space, secure straps and breaks. https://pmc.ncbi.nlm.nih.gov/articles/PMC4267699/

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