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Valider les effets d'un traitement de reeducation a l'aide de la console Nintendo Wii sur des patients atteints du Syndrome Dysexecutif post AVC

Posted on:2011-08-04Degree:M.Sc.AType:Thesis
University:Ecole Polytechnique, Montreal (Canada)Candidate:Levasseur, Claudia StephanieFull Text:PDF
GTID:2444390002962141Subject:Health Sciences
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Several studies on the effects of video games on players have been made since the arrival of the first consoles of games in the mid 1970s. However, researchers have not come to a general agreement on the effects of video games on the daily lives of the players. In 2006 the Nintendo Wii console disrupted the traditional video games market with its Wiimote controller that reproduced specific natural movements such as playing tennis and cutting vegetables. Today, numerous health professionals are working on fitting this new tool as an alternate and playful method of rehabilitation for their clientele with no certainty that this technology may give as valid results as the traditional methodologies.;Key words: stroke, dysexecutive syndrome, Wii, kitchen task;The objective of this research is to validate the effects of treating patients suffering from post stroke Dysexecutive Syndrome and having moderate cognitive limitations through a re-education using the Wii. Our hypothesis states that there is a generalization on the effects of apprenticeship after a rehabilitation treatment with the console Nintendo Wii on these patients. This research was structured around five registered patients of the Encephalopathy program at the Centre de Readaptation Lucie-Bruneau (CRLB). These patients underwent rehabilitation using the Nintendo Wii Console and the video game Cooking Mama: Cook Off for the duration of six weeks. To validate our hypothesis, we evaluated the presence of the Dysexecutive Syndrome with the Cooking Task developed by Chevignard and al. (2000), prior to and post the re-education. An individual analysis of the results (single subject design) allowed us to confirm our hypothesis: there was a decrease in the presence of the Dysexecutive Syndrome after the re-education using the Wii. Furthermore, these results were consequential with the progression of the patients in their rehabilitation treatment. This experimentation allowed us to note that this kind of rehabilitation does not apply to all patients, but that the playful aspect of the video game had motivated the participants while surpassing its main goal of the joy of a game and allowing the patients to forget the notion of time.
Keywords/Search Tags:Nintendo wii, Console, Syndrome, Video games, Post, Effects
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