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

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. All rights reserved.

Subjects: training training means speed reaction speed balance flexibility video
Notations: training science
Tagging: Agilit├Ąt
Published in: The Journal of Sports Medicine and Physical Fitness
Published: 2015
Volume: 55
Issue: 9
Pages: 914-921
Document types: article
Language: English
Level: intermediate