Cited by 8Balance, Gait, and Falls PreventionPhysical Education and Training StudiesEducational Games and Gamification

Effect of Exergame Intervention on Balance Ability of Adolescents: A Randomized Controlled Trial

Zhang, Chenqi, Han, Ting, Tan, Xinyang, Yu, Cong, Li, Shuo, Zheng, Hongtao, Zhu, Dian, Zhang, Yahui +1 more·2023·Games for Health Journal

Abstract

Objective: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. Materials and Methods: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 (N = 16) or control group (N = 16). Results: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 U test, the intervention group presented greater improvement during the eagle stance test with eyes closed than the control group with P = 0.009 and P = 0.03 in left and right leg, respectively. The intervention group also showed a more significant improvement in dynamic balance (P = 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. Conclusion: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.

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Crossref · 10.1089/g4h.2022.0182

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  • In a recent randomized controlled trial, an exergame designed to train balance coordination improved both static and dynamic balance in adolescents.

    “In a recent randomized controlled trial, an exergame designed to train balance coordination improved both static and dynamic balance in adolescents [79].”
  • Exergames designed to train balance coordination improved both static and dynamic balance in adolescents.

    “designed to train balance coordination improved both static and dynamic balance in adolescents [79].”

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Authors
Zhang, C., Han, T., Tan, X., Yu, C., Li, S., Zheng, H., Zhu, D., Zhang, Y., & Shen, T.
Affiliations
Shanghai Jiao Tong University (CN)
Corresponding author
  • Han, Ting
  • Tan, Xinyang
Venue
Games for Health Journal
Published
2023-06-01
Volume
12
Issue
3
Pages
249-258
ISSN
  • 2161-783X (ISSN-L)
  • 2161-7856
OpenAlex
W4322719544
Cited by
8
References
50
Citations by year
2026: 5 · 2025: 2 · 2023: 1
FWCI
4.96
Type
journal article
Language
en
Open access
closed
Locations
  • Games for Health Journal (publishedVersion)
  • PubMed (publishedVersion)
Topics
  • Health Sciences › Health Professions › Physical Therapy, Sports Therapy and Rehabilitation › Balance, Gait, and Falls Prevention
  • Health Sciences › Health Professions › Physical Therapy, Sports Therapy and Rehabilitation › Physical Education and Training Studies
  • Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
Keywords
exergames, balance training, adolescents, static balance, dynamic balance, Y-balance test, Kinect sensor, eye-closed balance, postural control, user engagement
MeSH terms
Exergaming, Adolescent, Child, Postural Balance, Exercise Therapy, Humans, Posture, Physical Therapy Modalities

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