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

(Trainingswirkungen des Einsatzes aktiver Videospiele auf Agilität und Gleichgewicht)

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.
© Copyright 2015 The Journal of Sports Medicine and Physical Fitness. Edizioni Minerva Medica. Alle Rechte vorbehalten.

Bibliographische Detailangaben
Schlagworte:
Notationen:Trainingswissenschaft
Veröffentlicht in:The Journal of Sports Medicine and Physical Fitness
Sprache:Englisch
Veröffentlicht: 2015
Online-Zugang:http://www.minervamedica.it/en/journals/sports-med-physical-fitness/article.php?cod=R40Y2015N09A0914
Jahrgang:55
Heft:9
Seiten:914-921
Dokumentenarten:Artikel
Level:mittel