H
ealth prof
essionals hav
e us
ed virtual r
eality as an aid for s
ev
eral typ
es of tr
eatm
ent. Giv
en that virtual r
eality syst
ems ar
e exp
ensiv
e and not always availabl
e, a mor
e acc
essibl
e typ
e of virtual r
eality t
echnology is vid
eo gam
es. Th
e Nint
endo Wii鈩?(NW) is a vid
eo gam
e syst
em that us
es virtual r
eality t
echnology, as d
efin
ed by D
eutsch, Borb
ely, Fill
er, Huhn, and Guarr
era-Bowlby (2008), which may b
e us
ed for h
ealth promotion. Th
e Nint
endo Wii鈩?also provid
es an opportunity for social int
eraction; thus, it is a promising tool with gr
eat pot
ential for th
e tr
eatm
ent of sp
ecific disord
ers.
The aim of this article is to evaluate the ways in which the Nintendo Wii has been used to treat specific disorders or to promote cognitive or physical improvements through a review of the literature. The results have shown that the NW is a potentially useful tool in some therapeutic treatments that can be used with people of diverse social statuses and tastes. Despite the positive initial results, further studies are required to provide a better evaluation of video game usage in therapeutic programs.