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Published on: April 19, 2024
Effects of training using an active video game on agility and balance
1Department of Sports Medicine, Kaohsiung Medical University, Taiwan - ihchu@kmu.edu.tw.
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.
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