Trial reportAge and ageing2019
Controlled trial of balance training using a video game console in community-dwelling older adults.
Trial report in Age and ageing, 2019. The graph could read no effect estimate from its abstract, so it casts no vote on the map. It is linked to trial NCT02570178 (Randomized Clinical Trial Evaluating the Effectiveness of a Primary Care Intervention Using the NintendoTM Wii Console to Improve Balance and Decrease Falls in the Elderly), which is not on this map. Cited by 10 papers, 5 of them syntheses that pooled it.
What it found
Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.
The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.
The trial behind it
Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.
Randomized Clinical Trial Evaluating the Effectiveness of a Primary Care Intervention Using the NintendoTM Wii Console to Improve Balance and Decrease Falls in the Elderly (EWii)
Who cites it
10 citing papers in PubMed, 5 syntheses or guidelines pooled it.
- Pooled it
- The effects of virtual reality technology on negative emotions in the elderly: a meta-analysis.Frontiers in psychology · 2025Pooled it
- A scoping review of the feasibility, usability, and efficacy of digital interventions in older adults concerning physical activity and/or exercise.Frontiers in aging · 2025Pooled it
- Effectiveness of Virtual Reality Systems to Improve the Activities of Daily Life in Older People.International journal of environmental research and public health · 2020Pooled it
- Effectiveness of exergames for improving mobility and balance in older adults: a systematic review and meta-analysis.Systematic reviews · 2020Pooled it
- A Randomized Controlled Trial of an Enhanced Version of a Cognitive-Behavioral Video Game Intervention Aimed at Promoting Active Aging: Assessments of Perceived Health and Healthy Lifestyle Habits at Pre- and Post-Intervention.Journal of clinical medicine · 2025Article
- Effects of Virtual Reality Based on Fall Prevention Intervention: A Systematic Review and Meta-Analysis.Healthcare (Basel, Switzerland) · 2025Review
- The Effect of Video Game-Based Interventions on Performance and Cognitive Function in Older Adults: Bayesian Network Meta-analysis.JMIR serious games · 2021Article
- Effects of a Rehabilitation Program Using a Patient-Personalized Exergame on Fear of Falling and Risk of Falls in Vulnerable Older Adults: Protocol for a Randomized Controlled Group Study.JMIR research protocols · 2021Article
- Dual-Task Training Program for Older Adults: Blending Gait, Visuomotor and Cognitive Training.Frontiers in network physiology · 2021Article
Corrections and comments
PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.
Authors and funding
15 authors.
Funding
No grant is acknowledged in the PubMed record.
Abstract
backgroundgamification is a potentially attractive option for improving balance and reducing falls.
objectivesto assess the effect of balance training using the NintendoTM Wii game console on balance (primary outcome), falls and fear of falling.
designquasi-randomised, open-label, controlled clinical trial in parallel groups, carried out on community-dwelling patients over 70 years, able to walk independently. Participants were assigned 1:1 to the intervention or control group. Balance training was conducted using the Nintendo WiiFitTM twice a week for 3 months. Balance was assessed using the Tinetti balance test (primary outcome), the unipedal stance and the Wii balance tests at baseline, 3 months and 1 year. Falls were recorded and Fear of falling was assessed by the Falls Efficacy Scale (Short-FES-I).
results1,016 subjects were recruited (508 in both the intervention and the control group; of whom 274 and 356 respectively completed the 3-month assessment). There was no between-group difference in the Tinetti balance test score, with a baseline mean of 14.7 (SD 1.8) in both groups, and 15.2 (1.3) at 3 months in the intervention group compared to 15.3 (1.7) in controls; the between-group difference was 0.06 (95% CI 0.30-0.41). No differences were seen in any of the other balance tests, or in incident falls. There was a reduction in the fear of falling at 3 months, but no effect at 1 year.
conclusionsthe study found no effect of balance training using the NintendoTM Wii on balance or falls in older community-dwelling patients.The study protocol is available at clinicaltrials.gov under the code NCT02570178.
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Registered trials
Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.