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.
| 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 |