Coaching the Wii : evaluation of a physical training experiment assisted by a video game
Sylvain Hanneton (NPSM), Ana\"is Varenne (NPSM)

TL;DR
This study evaluates a physical training program using WiiFit and a balance board, highlighting participant satisfaction and performance improvements, while emphasizing the importance of human coaching for safety and effectiveness, especially for seniors.
Contribution
It provides empirical evidence on the effectiveness of Wii-based training and underscores the necessity of human coaching in virtual exercise programs for older adults.
Findings
Participants were satisfied with the program.
Participants showed progress in performance levels.
Human coaching is essential for safety and assistance, especially for seniors.
Abstract
Aging or sedentary behavior can decrease motor capabilities causing a loss of autonomy. Prevention or readaptation programs that involve practice of physical activities can be precious tools to fight against this phenomenon. ?Serious? video game have the potential to help people to train their body mainly due to the immersion of the participant in a motivating interaction with virtual environments. We propose here to discuss the results of a preliminary study that evaluated a training program using the well-known WiiFit game and Wii balance board device in participants of different ages. Our results showed that participants were satisfied with the program and that they progressed in their level of performance. The most important observation of this study, however was that the presence of a real human coach is necessary in particular for senior participants, for security reasons but also…
Peer Reviews
No public reviews on file for this paper yet. If you reviewed it on a platform where reviews are public (OpenReview, ICLR, NeurIPS, ICML), you can paste yours below so the community can read it here.
Videos
No videos yet. Explain this paper in a talk, walkthrough, or lecture? Add one.
Taxonomy
TopicsEducational Games and Gamification · Stroke Rehabilitation and Recovery · Virtual Reality Applications and Impacts
