ArticleThe journal of spinal cord medicine2025
Adherence and perceptions of a home sports video gaming program in persons with spinal cord injuries: A pilot study.
Article in The journal of spinal cord medicine, 2025. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 3 papers.
What it found
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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.
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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.
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Who cites it
3 citing papers in PubMed.
- The Combined Use of Non-Invasive Neurostimulation with Interactive Digital Technologies in Spinal Cord Injury Rehabilitation: A Scoping Review.Journal of rehabilitation medicine · 2026Article
- Sport performance in virtual worlds: a systematic review of sport simulation in neurological paralympic athletes and non-athlete populations.BMC sports science, medicine & rehabilitation · 2026Article
- The feasibility and effect of a peer-facilitated, remote handcycling sport program for aging adults with spinal cord injury or disease: a mixed methods case series.Spinal cord series and cases · 2025Article
Corrections and comments
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Authors and funding
3 authors.
Funding
No grant is acknowledged in the PubMed record.
Abstract
objectiveSports video-gaming can facilitate increased activity levels in persons with limited exercise options. Understanding how persons with spinal cord injuries (SCI) participate in home-based video-gaming and its potential impact on maintaining or enhancing physical function remains largely unexplored. The purpose of this study was to evaluate adherence, perceptions, and potential physical effects of a home sports video-game program for persons with chronic SCI.
participantsFourteen individuals with chronic SCI (9 tetraplegia, 5 paraplegia).
designThis was a prospective study. Wii video-gaming systems that included four sports games were provided to participants for home use. Participants were instructed to play for 8 weeks 3-4 days/week. The video consoles recorded the time and number of sessions played. OUTCOME MEASURES: At baseline and at the conclusion of the program, measurements were made of upper extremity strength, perceived exertion, active heart rate, pain, balance, and a functional upper extremity (UE) test. The total time and number of sessions were compared to the prescribed game play as a measure of adherence. Scores from a self-reported survey were used to gauge participants' satisfaction and perceptions of their gaming experience.
resultsOverall mean gaming adherence was 85% during the first 4 weeks and 69% for the second 4 weeks. There were no significant changes in upper extremity strength, active heart rate, balance, pain, or functional UE test for either group. All of the participants rated video gaming as enjoyable and 85.7% perceived that it could be used as a form of exercise.
conclusionThe Wii sports home video-gaming intervention elicited overall high adherence rates and was well received by study participants indicating that it may have value as an adjunctive tool for increasing physical activity for individuals with SCI.
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Registered trials
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