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growth promoter WII

National Institutes of Health

Papers overview

Semantic Scholar uses AI to extract papers important to this topic.
2016
2016
OBJECTIVE Energy expenditure (EE) in active videogames (AVGs) is a component for assessing its benefit for cardiovascular health… 
2015
2015
Deep venous thrombosis as a result of venous wall injury provoked by trauma is a common finding. It often occurs in patients with… 
2014
2014
Abstract Purpose: To examine how much, and in what way, Nintendo Wii™ (Wii) is used when prescribed as part of a home… 
2011
2011
The treasure hunters ar ett spel utvecklat av Patrik Karlsson, Fredrik Pettersson och Erik Ronnje, med hjalp fran Hampus Mecklund… 
2010
2010
Human balance ability declines with age and falls due to balance deficiencies cause significant health problems. Nintendo Wii FIT… 
2009
2009
  • Rbcafe
  • 2009
  • Corpus ID: 190858429
Review
2009
Review
2009
...........................................................................................................................................4 Introduction......................................................................................................................................5 Literature Review.............................................................................................................................9 Elderly healthcare in Singapore ...................................................................................................9 Video games and the elderly......................................................................................................11 Wii as an intervention ................................................................................................................13 Mediators of psychological well-being......................................................................................20 Single-player vs. multiplayer conditions ...................................................................................25 Methodology ..................................................................................................................................28 Overview....................................................................................................................................28 Procedure ...................................................................................................................................30 Participants.................................................................................................................................31 Measures ....................................................................................................................................31 Results............................................................................................................................................35 Qualitative Findings.......................................................................................................................40 Discussion ......................................................................................................................................45 Impact of playing Wii on well-being .........................................................................................45 Importance of social interaction and physical activity ..............................................................46 Differences in single-player and multiplayer games .................................................................48 Effectiveness of Nintendo Wii as an intervention .....................................................................50 References......................................................................................................................................52 Tables.............................................................................................................................................68 Figures ...........................................................................................................................................71 Appendix: Questionnaire ...............................................................................................................74 ATTENTION: The Singapore Copyright Act applies to the use of this document. Nanyang Technological University Library 
2008
2008
To test the hunter-gatherer theory of cognitive sex differences, men and women each played four video games on a Wii™ console… 
1997
1997
Brownian dynamics simulations of the encounter kinetics between the active site of the wild-type and Glu199 mutant of Torpedo…