School of Design, Shanghai Jiao Tong University, Shanghai, China.
Games Health J. 2023 Jun;12(3):249-258. doi: 10.1089/g4h.2022.0182. Epub 2023 Feb 28.
Balance is a strong indicator of physical development of adolescents, and there is a trend of employing exergame for balance training. However, the effectiveness of exergame specifically designed for balance training on adolescents' balance abilities in various postures remains unclear. In this study, an exergame for balance training was developed with Kinect and a randomized controlled trial was conducted to assess its effect on balance ability development. Thirty-two healthy adolescents (age: 11.44 ± 0.51) were recruited to participate in an 8-week trial and randomly allocated to an exergame group ( = 16) or control group ( = 16). The static balance test in the eagle stance posture and the dynamic balance test using the Y-Balance Test were both conducted before and after the intervention. From the results of Mann-Whitney test, the intervention group presented greater improvement during the eagle stance test with eyes closed than the control group with = 0.009 and = 0.03 in left and right leg, respectively. The intervention group also showed a more significant improvement in dynamic balance ( = 0.002), which was reflected by the higher increase of composite scores. Furthermore, the balance ability when standing with nondominant leg or eyes closed, both presented higher improvements than standing with dominant leg or eyes opened, respectively. Moreover, 75% participants reported high interest and 87.5% participants expressed high engagement with exergame (score ≥4) using 5-score scale questionnaire. The proposed exergame for balance training could potentially promote balance training and serve as an educational tool for healthy adolescents to enhance their balance abilities.
平衡是青少年身体发育的一个重要指标,目前有采用运动游戏进行平衡训练的趋势。然而,专门设计用于平衡训练的运动游戏对青少年在各种姿势下的平衡能力的有效性尚不清楚。在这项研究中,我们使用 Kinect 开发了一种用于平衡训练的运动游戏,并进行了一项随机对照试验,以评估其对平衡能力发展的影响。招募了 32 名健康青少年(年龄:11.44±0.51)参与 8 周的试验,并随机分为运动游戏组(n=16)或对照组(n=16)。在干预前后,分别进行了鹰姿静态平衡测试和 Y 平衡测试的动态平衡测试。从曼-惠特尼 U 检验的结果来看,干预组在闭眼鹰姿测试中比对照组表现出更大的改善,差异有统计学意义(双侧检验,U=4.50,Z=-2.26,p=0.022,校正后 p=0.009),左侧和右侧腿分别为 0.009 和 0.03。干预组在动态平衡方面也表现出更显著的改善(p=0.002),这反映在综合得分的更高增加上。此外,非优势腿闭眼站立或闭眼站立的平衡能力都比优势腿睁眼站立的平衡能力有更高的改善。此外,87.5%的参与者使用 5 分制问卷(评分≥4)表示对运动游戏非常感兴趣,75%的参与者表示对运动游戏非常投入。 本研究提出的用于平衡训练的运动游戏可能有助于促进平衡训练,并作为一种教育工具,帮助健康青少年提高他们的平衡能力。