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

  • H. Su
  • , Y. K. Chang
  • , Y. J. Lin
  • , I. H. Chu*
  • *此作品的通信作者

研究成果: 雜誌貢獻期刊論文同行評審

24   連結會在新分頁中打開 引文 斯高帕斯(Scopus)

摘要

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.

原文英語
頁(從 - 到)914-921
頁數8
期刊Journal of Sports Medicine and Physical Fitness
55
發行號9
出版狀態已發佈 - 2015 9月
對外發佈

ASJC Scopus subject areas

  • 骨科和運動醫學
  • 物理治療、運動療法和康復

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