Journal Riphah College of Rehabilitation Sciences (Dec 2020)

Exer-gaming; An Effective Way to Improve Balance Confidence and Quality of Life of Subjects with Diabetes

  • Kiran Khushnood,
  • Sidra Qureshi,
  • Nasir Sultan,
  • Shafaq Altaf,
  • Malik Muhammad Ali Awan,
  • Riafat Mehmood

Journal volume & issue
Vol. 8, no. 2
pp. 78 – 82

Abstract

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Background: Recent evidence has suggested that mental health and cognitive functions improve as the individual involves himself in routine physical exercise thus enhancing self-motivation and confidence levels. Objective: The objective of this study was to find out the effect of Wii-Fit Exer-gaming on the confidence levels and quality of life of diabetic patients. Methodology: A randomized controlled trial was conducted on 66 diabetic patients who fulfilled the inclusion criteria of stable vitals, 45 to 70 years of age with no serious systemic illness and diabetic ulcers scoring <40 on berg balance scale. Sealed envelope method was used to randomize the patients into two groups in the physical therapy department of Kulsum International Hospital, Pakistan. Baseline measurements and demographic data were taken including activities-specific balance confidence scale (ABC) and European Quality of Life-5 Dimensions (EQ-5D-5L) respectively. Interventional group (group A) Wii Fit based games for 30 minutes twice a week, whereas control group was provided by balance training exercises twice a week for 8 weeks. The data was analyzed through SPSS version 21. Results: There was a significant improvement in ABC, Euro 5Q 5L components (p≤0.05) except for pain/discomfort (group A, B) and anxiety/depression (group B) (p ≥.05) within the group. The independent sample T test showed a significant improvement in ABC and EURO 5Q-5D-5L (p≤0.05) in the experimental group as compared to control group. Conclusions: All subjects who participated in training with Wii Fit exer-gaming showed statistically significant improvements in balance confidence and quality of life, although clinical presentation has improved in participants of both groups. Keywords: Balance Confidence and Quality of Life, Exer-Gaming.