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Feasibility of Wii Fit training to improve clinical measures of balance in older adults

Overview of attention for article published in Clinical Interventions in Aging, June 2013
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  • Average Attention Score compared to outputs of the same age
  • Above-average Attention Score compared to outputs of the same age and source (61st percentile)

Mentioned by

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5 X users

Citations

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110 Dimensions

Readers on

mendeley
331 Mendeley
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1 CiteULike
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Title
Feasibility of Wii Fit training to improve clinical measures of balance in older adults
Published in
Clinical Interventions in Aging, June 2013
DOI 10.2147/cia.s46164
Pubmed ID
Authors

Kathleen A Bieryla, Neil M Dold

Abstract

Numerous interventions have been proposed to improve balance in older adults with varying degrees of success. A novel approach may be to use an off-the-shelf video game system utilizing real-time force feedback to train older adults. The purpose of this study is to investigate the feasibility of using Nintendo's Wii Fit for training to improve clinical measures of balance in older adults and to retain the improvements after a period of time.

X Demographics

X Demographics

The data shown below were collected from the profiles of 5 X users who shared this research output. Click here to find out more about how the information was compiled.
Mendeley readers

Mendeley readers

The data shown below were compiled from readership statistics for 331 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
Mexico 2 <1%
United Kingdom 2 <1%
Netherlands 1 <1%
Italy 1 <1%
Germany 1 <1%
Brazil 1 <1%
Spain 1 <1%
United States 1 <1%
Unknown 321 97%

Demographic breakdown

Readers by professional status Count As %
Student > Master 65 20%
Student > Bachelor 53 16%
Student > Ph. D. Student 44 13%
Student > Doctoral Student 26 8%
Researcher 24 7%
Other 49 15%
Unknown 70 21%
Readers by discipline Count As %
Medicine and Dentistry 46 14%
Nursing and Health Professions 45 14%
Sports and Recreations 37 11%
Engineering 28 8%
Computer Science 22 7%
Other 68 21%
Unknown 85 26%
Attention Score in Context

Attention Score in Context

This research output has an Altmetric Attention Score of 3. This is our high-level measure of the quality and quantity of online attention that it has received. This Attention Score, as well as the ranking and number of research outputs shown below, was calculated when the research output was last mentioned on 05 November 2013.
All research outputs
#8,618,954
of 25,584,565 outputs
Outputs from Clinical Interventions in Aging
#809
of 1,962 outputs
Outputs of similar age
#71,459
of 206,928 outputs
Outputs of similar age from Clinical Interventions in Aging
#18
of 52 outputs
Altmetric has tracked 25,584,565 research outputs across all sources so far. This one is in the 43rd percentile – i.e., 43% of other outputs scored the same or lower than it.
So far Altmetric has tracked 1,962 research outputs from this source. They typically receive a lot more attention than average, with a mean Attention Score of 11.2. This one has gotten more attention than average, scoring higher than 54% of its peers.
Older research outputs will score higher simply because they've had more time to accumulate mentions. To account for age we can compare this Altmetric Attention Score to the 206,928 tracked outputs that were published within six weeks on either side of this one in any source. This one is in the 48th percentile – i.e., 48% of its contemporaries scored the same or lower than it.
We're also able to compare this research output to 52 others from the same source and published within six weeks on either side of this one. This one has gotten more attention than average, scoring higher than 61% of its contemporaries.