
@article{ref1,
title="Effects of training using an active video game on agility and balance",
journal="Journal of sports medicine and physical fitness",
year="2015",
author="Su, H. and Chang, Y. K. and Lin, Y. J. and Chu, I. H.",
volume="55",
number="9",
pages="914-921",
abstract="AIM: The aim of this paper was to examine the effects of training using Xbox Kinect on agility and balance in healthy young adults. <br><br>METHODS: Forty-three healthy adults (aged 20 to 30 years) were randomized to either an intervention or control group. The intervention group played Xbox Kinect 3 times per week, for an average of 20 minutes per session for 6 weeks. The control group did not play Xbox Kinect. All the participants completed assessments of agility and balance at baseline, 2, 4, and 6 weeks. <br><br>RESULTS: After 6 weeks of training the intervention group showed significant improvement in agility at 2 weeks and showed continued improvement at 4 and 6 weeks (P<0.05). Dynamic balance in the medial and posterior directions also began to improve in the intervention group at 2 weeks and showed continued improvement at 4 and 6 weeks (P<0.05). There was no significant difference between the intervention and control group in static balance (P=0.538). <br><br>CONCLUSION: A 6-week active video game training program appears to be effective in improving agility and dynamic balance in the medial and posterior directions in healthy young adults.<p /> <p>Language: en</p>",
language="en",
issn="0022-4707",
doi="",
url="http://dx.doi.org/"
}