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使用主动式电子游戏进行训练对敏捷性和平衡能力的影响。

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

作者信息

Su H, Chang Y-K, Lin Y-J, Chu I-H

机构信息

Department of Sports Medicine, Kaohsiung Medical University, Taiwan -

出版信息

J Sports Med Phys Fitness. 2015 Sep;55(9):914-21.

Abstract

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.

摘要

目的

本文旨在研究使用Xbox Kinect进行训练对健康年轻成年人敏捷性和平衡能力的影响。

方法

43名健康成年人(年龄在20至30岁之间)被随机分为干预组或对照组。干预组每周玩3次Xbox Kinect,每次平均20分钟,共进行6周。对照组不玩Xbox Kinect。所有参与者在基线、第2、4和6周时完成了敏捷性和平衡能力的评估。

结果

经过6周的训练,干预组在第2周时敏捷性有显著提高,在第4周和第6周时持续改善(P<0.05)。干预组在第2周时内侧和后方方向的动态平衡也开始改善,并在第4周和第6周时持续改善(P<0.05)。干预组和对照组在静态平衡方面无显著差异(P=0.538)。

结论

为期6周的主动视频游戏训练计划似乎对提高健康年轻成年人的敏捷性以及内侧和后方方向的动态平衡有效。

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