The effect of exercise video games on dynamic balance in collegiate athletes

Author

Neema Kianfar

Graduation Date

2013

Document Type

Thesis

Program

Other

Program

Thesis (M.S.)--Humboldt State University, Kinesiology: Exercise Science, 2013

Committee Chair Name

Rock Braithwaite

Committee Chair Affiliation

HSU Faculty or Staff

Keywords

Star Excursion Balance Test (SEBT), Humboldt State University -- Theses -- Kinesiology, Athletes, Dynamic balance, Nintendo Wii, Exercise video games, Balance

Abstract

The purpose of this study was to determine balance training differences between the Nintendo Wii Fit Plus™ and traditional balance training programs as measured by the Star Excursion Balance Test (SEBT). Fifty-Nine Division II athletes (18-24 years old) from Humboldt State University were randomly assigned to one of three treatment groups; control, Nintendo Wii™, traditional. Each group performed pre and post SEBT assessments with a four week time interval between tests. Testing protocols determined that the Nintendo Wii™ group performed balance exercises for 10 minutes on the Nintendo Wii Fit Plus™ with balance board, while the traditional group performed balance training exercises commonly seen in rehabilitation and exercise training for 10 minutes. The control group did not perform any balance exercises for the duration of the study. One way ANOVA statistical analysis determined that post-SEBT scores did not improve significantly in the control group but did significantly (p .05) improve in the Nintendo Wii™ and traditional balance groups (Control = 6.15, Nintendo Wii ™ = 6.78, Traditional = 6.83). A Dependent t-test revealed that there was a significant difference (p .05) in Nintendo Wii™ SEBT scores (pre = 5.79, post = 6.78). The Nintendo Wii Fit Plus™ with balance board is a suitable rehabilitative implement that can help increase balance in an athletic population to the same extent as a traditional balance training program.

https://scholarworks.calstate.edu/concern/theses/7w62fb72g

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