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ORIGINAL ARTICLES  EXERCISE PHYSIOLOGY AND BIOMECHANICS 

The Journal of Sports Medicine and Physical Fitness 2015 September;55(9):914-21

Copyright © 2015 EDIZIONI MINERVA MEDICA

language: English

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

Su H. 1, Chang Y-K. 2, Lin Y-J. 1, Chu I. H. 1

1 Department of Sports Medicine, Kaohsiung Medical University, Taiwan; 2 Graduate Institute of Athletics and Coaching Science, National Taiwan Sport University, Taoyuan, Taiwan


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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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