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Article type: Research Article
Authors: Gioftsidou, Asimeniaa; * | Vernadakis, Nikolaosa | Malliou, Paraskevia | Batzios, Stavrosa | Sofokleous, Polinaa | Antoniou, Panagiotisa | Kouli, Olgaa | Tsapralis, Kyriakosb | Godolias, Georgea
Affiliations: [a] Department of Physical Education and Sports Science, Democritus University of Thrace, Komotini, Greece | [b] Isokinetic Medical Center, Bologna, Italy
Correspondence: [*] Corresponding author: Asimenia Gioftsidou, Department of Physical Education and Sport Sciences, Democritus University of Thrace, Komotini 69100, Greece. Tel.: +30 2531039662; Fax: +30 2531039662; E-mail: [email protected]
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.
Keywords: Balance board, proprioception, active video games, balance training
DOI: 10.3233/BMR-130384
Journal: Journal of Back and Musculoskeletal Rehabilitation, vol. 26, no. 3, pp. 299-305, 2013
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