TY - JOUR
PY - 2015//
TI - Effects of training using an active video game on agility and balance
JO - Journal of sports medicine and physical fitness
A1 - Su, H.
A1 - Chang, Y. K.
A1 - Lin, Y. J.
A1 - Chu, I. H.
SP - 914
EP - 921
VL - 55
IS - 9
N2 - AIM: The aim of this paper was to examine the effects of training using Xbox Kinect on agility and balance in healthy young adults.
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.
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).
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.
Language: en
LA - en SN - 0022-4707 UR - http://dx.doi.org/ ID - ref1 ER -