Effects of training using an active video game on agility and balance

H. Su, Y. K. Chang, Y. J. Lin, I. H. Chu*

*Corresponding author for this work

Research output: Contribution to journalArticlepeer-review

20 Citations (Scopus)

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. 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 signiicant 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 signiicant 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.

Original languageEnglish
Pages (from-to)914-921
Number of pages8
JournalJournal of Sports Medicine and Physical Fitness
Volume55
Issue number9
Publication statusPublished - 2015 Sept
Externally publishedYes

Keywords

  • Physical itness
  • Postural balance
  • Video games

ASJC Scopus subject areas

  • Orthopedics and Sports Medicine
  • Physical Therapy, Sports Therapy and Rehabilitation

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