Special FeaturesWii Fit and Balance: Does the Wii Fit Improve Balance in Community-Dwelling Older Adults?Heick, John D. PT, DPT, OCS; Flewelling, Stacy PT, DPT; Blau, Russell PT, DPT; Geller, Jeffrey DPT; Lynskey, James V. PT, PhDAuthor Information Department of Physical Therapy, A.T. Still University-Arizona School of Health Sciences, Mesa, Arizona (Drs Heick and Lynskey); On the Mend on the Move Physical Therapy, Mesa, Arizona (Dr Flewelling); Mesa Christian Rehabilitation, Mesa, Arizona (Dr Blau); Sun City Health and Rehabilitation Center, Sun City, Arizona (Dr Geller). Correspondence: John Heick, PT, DPT, OCS, Department of Physical Therapy, A.T. Still University-Arizona School of Health Sciences, 5850 East Still Circle, Mesa, AZ 85206 (email@example.com). The authors thank the participants and the management at both the Red Mountain Multigenerational Center in Mesa, Arizona, and the Apache Junction Multigenerational Center in Apache Junction, Arizona. The data contained within this article has been previously presented in a poster at the APTA Combined Sections Meeting in 2010. The authors declare no conflict of interest. Topics in Geriatric Rehabilitation: July/September 2012 - Volume 28 - Issue 3 - p 217-222 doi: 10.1097/TGR.0b013e31825fca0e Buy Metrics Abstract Computer-based active gaming has recently gained in popularity as an intervention in physical therapy clinics. However, little evidence exists supporting its effectiveness especially in the elderly population. The purpose of this pilot study was to determine whether a 4-week, computer-based balance intervention using the Wii Fit is effective as an intervention to improve balance in community-dwelling older adults. Community-dwelling adults aged 65 to 80 years were recruited from 2 local community centers. Sixteen older adults participated in a balance exercise program utilizing the Wii Fit 2 times a week for 4 weeks. Changes in balance were assessed by comparing preintervention and postintervention measures using the Timed Up and Go (TUG) and Functional Reach Test (FRT). The Activities-specific Balance Confidence Scale was used to determine the participants' perceived confidence in specific activities. Participants demonstrated improvements in balance as indicated by statistically significant changes in TUG and FRT (P < .05). The data from this pilot study showed improvements in TUG and FRT scores, suggesting that Wii Fit balance games may be used as a clinical intervention to improve balance in community-dwelling adults aged 65 to 80 years. The positive data outcomes warrant further investigation in using the Wii Fit as a balance intervention in a larger target population. © 2012 Lippincott Williams & Wilkins, Inc.