Naumann Tim, Kindermann Stefan, Joch Michael, Munzert Jörn, Reiser Mathias
Institute for Sports Science, Justus Liebig University Giessen, Kugelberg 62, 35394 Giessen, Germany.
Institute for Sports Science, Justus Liebig University Giessen, Kugelberg 62, 35394 Giessen, Germany.
Gait Posture. 2015 Mar;41(3):774-9. doi: 10.1016/j.gaitpost.2015.02.003. Epub 2015 Feb 23.
Despite the increasing use of video games involving whole body movements to enhance postural control in health prevention and rehabilitation, there is no consistent proof that training effects actually transfer to other balance tasks. The present study aimed to determine whether training effects on two different video-game-based training devices were task-specific or could be transferred to either postural control in quiet stance or to performance on the other device. 37 young healthy adults were split into three groups: two intervention groups that trained for 30min on either the Nintendo(®) Wii Fit Balance Board or the MFT Challenge Disc(®) three times per week for 4 weeks and a control group that received no training. All games require participants to control virtual avatars by shifting the center of mass in different directions. Both devices differ in their physical properties. The Balance Board provides a stable surface, whereas the Challenge Disc can be tilted in all directions. Dependent variables were the game scores on both devices and the center of pressure (COP) displacements measured via force plate. At posttest, both intervention groups showed significant increases in performance on the trained games compared to controls. However, there were no relevant transfer effects to performance on the untrained device and no changes in COP path length in quiet stance. These results suggest that training effects on both devices are highly specific and do not transfer to tasks with different postural demands.
尽管越来越多地使用涉及全身运动的电子游戏来增强健康预防和康复中的姿势控制,但没有一致的证据表明训练效果实际上能转移到其他平衡任务上。本研究旨在确定对两种不同的基于电子游戏的训练设备的训练效果是特定于任务的,还是可以转移到安静站立时的姿势控制或另一设备上的表现。37名年轻健康成年人被分为三组:两个干预组,每周三次,每次30分钟,分别在任天堂Wii Fit平衡板或MFT挑战盘上进行训练,持续4周;一个对照组,不接受训练。所有游戏都要求参与者通过向不同方向转移重心来控制虚拟化身。两种设备的物理特性不同。平衡板提供一个稳定的表面,而挑战盘可以向各个方向倾斜。因变量是两种设备上的游戏得分以及通过测力板测量的压力中心(COP)位移。在测试后,与对照组相比,两个干预组在训练游戏中的表现都有显著提高。然而,对未训练设备的表现没有相关的转移效果,安静站立时COP路径长度也没有变化。这些结果表明,对两种设备的训练效果具有高度特异性,不会转移到具有不同姿势要求的任务上。