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Nintendo Wii Console (Black) with Wii Fit Plus and Balance Board + Motion Plus Controller (Wii)

£9.9£99Clearance
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We Ski by Bandai Namco Games is the first third-party game to have made use of the Wii Balance Board, in conjunction with the Wii Remote and Nunchuk attachment. [11] Wii Fit has been used for physiotherapy rehabilitation, and gaming rehabilitation [11] [12] and has been adopted by various health clubs around the world.

a b "IGN:Wii Fit Review". IGN. Archived from the original on June 21, 2012 . Retrieved May 30, 2008. DG is currently an Assistant Professor and director of the Sensorimotor and Rehabilitation Technology Laboratory (SMaRTlab). He has a Master’s degree in Biomechanics, Phd in Human Motor Control and has done post-doctoral work in the field of sensorimotor neuroscience. His past work on balance has focused on proprioception and brain function using neuroimaging.According to Puhl, kids are especially vulnerable when it comes to weight. “We know from research that weight is one of the most prevalent reasons that kids are teased or bullied,” she said. The Wii Component Cable links your Wii console to your TV, allowing you to view and enjoy your games with the best possible image display.

Wii Fit Review". Eurogamer. April 16, 2008. Archived from the original on June 6, 2021 . Retrieved May 30, 2008.Before you start using your Wii Balance Board, you'll have to synchronise it with (or in other words, “connect to”) your Wii console. Caoili, Eric (November 26, 2008). "ELSPA: Wii Fit, Mario Kart Reach Diamond Status In UK". Gamasutra. Archived from the original on September 18, 2017.

Berg KO, Wood-Dauphinee SL, Williams JI, Maki B: Measuring balance in the elderly: validation of an instrument. Can J Public Health 1992, 83(Suppl 2):S7-S11.Deutsch JE, Robbins D, Morrison J, Guarrera Bowlby P: Wii-Based Compared to Standard of Care Balance and Mobility Rehabilitation for Two Individuals Post-Stroke. Virtual Rehabilitation International Conference; Haifa 2009, 117-120. Rendon AA, Lohman EB, Thorpe D, Johnson EG, Medina E, Bradley B: The effect of virtual reality gaming on dynamic balance in older adults. Age Ageing 2012, 41: 549-552. 10.1093/ageing/afs053 Hanneton S: Coaching the Wii: Evaluation of a physical training experiment assisted by a video game. Haptic, Audio, Visual Environments and Games; Lecco, Italy 2009, 54-57.

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