Literature DB >> 23893145

Typical balance exercises or exergames for balance improvement?

Asimenia Gioftsidou1, Nikolaos Vernadakis, Paraskevi Malliou, Stavros Batzios, Polina Sofokleous, Panagiotis Antoniou, Olga Kouli, Kyriakos Tsapralis, George Godolias.   

Abstract

BACKGROUND AND OBJECTIVES: Balance training is an effective intervention to improve static postural sway and balance. The purpose of the present study was to investigate the effectiveness of the Nintendo Wii Fit Plus exercises for improving balance ability in healthy collegiate students in comparison with a typical balance training program.
METHODS: Forty students were randomly divided into two groups, a traditional (T group) and a Nintendo Wii group (W group) performed an 8 week balance program. The "W group" used the interactive games as a training method, while the "T group" used an exercise program with mini trampoline and inflatable discs (BOSU). Pre and Post-training participants completed balance assessments.
RESULTS: Two-way repeated measures analyses of variance (ANOVAs) were conducted to determine the effect of training program. Analysis of the data illustrated that both training program groups demonstrated an improvement in Total, Anterior-posterior and Medial Lateral Stability Index scores for both limbs. Only at the test performed in the balance board with anterior-posterior motion, the improvement in balance ability was greater in the "T group" than the "W group", when the assessment was performed post-training (p=0.023).
CONCLUSIONS: Findings support the effectiveness of using the Nintendo Wii gaming console as a balance training intervention tool.

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Year:  2013        PMID: 23893145     DOI: 10.3233/BMR-130384

Source DB:  PubMed          Journal:  J Back Musculoskelet Rehabil        ISSN: 1053-8127            Impact factor:   1.398


  2 in total

1.  The contribution of Nintendo Wii Fit series in the field of health: a systematic review and meta-analysis.

Authors:  Julien Tripette; Haruka Murakami; Katie Rose Ryan; Yuji Ohta; Motohiko Miyachi
Journal:  PeerJ       Date:  2017-09-05       Impact factor: 2.984

Review 2.  A systematic review of active video games on rehabilitative outcomes among older patients.

Authors:  Nan Zeng; Zachary Pope; Jung Eun Lee; Zan Gao
Journal:  J Sport Health Sci       Date:  2016-12-05       Impact factor: 7.179

  2 in total

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