title: Sony PlayStation EyeToy elicits higher levels of movement than the Nintendo Wii: implications for stroke rehabilitation.
abstract: BACKGROUND
  Virtual reality (VR) is an emerging trend in stroke rehabilitation. VR gaming consoles in stroke intervention have been shown to increase motivation and enjoyment during exercise. The amount and intensity of movements elicited using these consoles are unknown.
  
  
  OBJECTIVE
  The aims of this study were: (1) to quantify the amount and intensity of movement elicited from both hands of two groups of individuals ([chronic stroke and without a disability [healthy]); (2) to determine the effect of console (Wii/EyeToy) and group (stroke/healthy) on the amount and intensity of upper extremity movement; (3) to determine the effect of console (Wii/EyeToy) and group (stroke/healthy) on the usability and VR experience.
  
  
  METHODS
  A cross-sectional design was taken.
  
  
  METHODS
  Outpatient rehabilitation setting and healthy participant's homes.
  
  
  METHODS
  Participants included ten adults with stroke and ten adults without a disability.
  
  
  METHODS
  Participants experienced two games from each console. Amount and intensity of movement was measured using accelerometers on both wrists, while the virtual experience and usability was determined with questionnaires.
  
  
  RESULTS
  No significant differences were found between the consoles usability and experience. EyeToy elicited significantly greater activity count than Wii among the healthy participants (P=0.028) and significantly greater movement intensity in both the stroke (P=0.005) and healthy (P=0.005) groups.
  
  
  CONCLUSIONS
  Both consoles rated high for usability, enjoyment and satisfaction highlighting their suitability for a range of individuals in stroke rehabilitation. EyeToy provides increased movement and movement intensity.
  
  
  CONCLUSIONS
  Both consoles are suitable for use in stroke rehabilitation however this information can be helpful to clinicians while selecting a gaming console according to the type and intensity of movements that he/she aims to encourage during therapy.
authors.affiliation: Abilities Neurological Rehabilitation, Vancouver, Canada.
authors.forename: A
authors.initials: A
authors.lastname: Neil
authors.forename: S
authors.initials: S
authors.lastname: Ens
authors.forename: R
authors.initials: R
authors.lastname: Pelletier
authors.forename: T
authors.initials: T
authors.lastname: Jarus
authors.forename: D
authors.initials: D
authors.lastname: Rand
mesh_terms: D000328:Adult; D000368:Aged; D016022:Case-Control Studies; D004185:Disability Evaluation; D005081:Exercise Therapy / Q000295:instrumentation*; D005260:Female; D005500:Follow-Up Studies; D006801:Humans; D008297:Male; D008875:Middle Aged; D009048:Motor Skills / Q000502:physiology; D011597:Psychomotor Performance / Q000502:physiology*; D012016:Reference Values; D018570:Risk Assessment; D020521:Stroke / Q000175:diagnosis; D000071939:Stroke Rehabilitation; D013647:Task Performance and Analysis; D016896:Treatment Outcome; D034941:Upper Extremity / Q000502:physiology; D014584:User-Computer Interface; D018910:Video Games; D014796:Visual Perception / Q000502:physiology; D055815:Young Adult