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 -