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Wii Fit exer-game training improves sensory weighting and dynamic balance in healthy young adults

机译:Wii Fit运动前训练可改善健康年轻人的感觉比重和动态平衡

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摘要

The Nintendo Wii Fit is a balance training tool that is growing in popularity due to its ease of access and cost-effectiveness. While considerable evidence now exists demonstrating the efficacy of the Wii Fit, no study to date has determined the specific mechanism underlying Wii Fit balance improvement. This paucity of knowledge was addressed in the present study using the NeuroCom Balance Manager's Sensory Organization Test (SOT) and Limits of Stability (LOS) test. These well-recognized posturography assessments, respectively, measure sensory weighting and dynamic stability mechanisms of balance. Forty healthy, young participants were recruited into two groups: Wii Fit Balance Intervention (WFBI) (n = 20) and Control (CON) (n = 20). Balance training consisted of seven Wii Fit exer-games played over the course of six consecutive weeks (2-4x/week, 30-45 min/day). The WFBI group performed Neurocom testing before and after the intervention, while the CON group was tested along a similar timeline with no intervention. Mixed-design ANOVAs found significant interactions for testing time point and condition 5 of the SOT (p < 0.02), endpoint excursion (p < 0.01), movement velocity (p < 0.02), and response time (p < 0.01). These effects were such that greater improvements were seen for the WFBI group following Wii Fit training. These findings suggest that individuals with known issues regarding the processing of multiple sources of sensory information and/or who have limited functional bases of support may benefit most from Wii Fit balance training. (C) 2015 Elsevier B.V. All rights reserved.
机译:Nintendo Wii Fit是一种平衡训练工具,由于易于使用和具有成本效益,因此越来越受欢迎。尽管现在有大量证据证明Wii Fit的功效,但迄今为止,尚无任何研究确定Wii Fit平衡改善的具体机制。在本研究中,使用NeuroCom Balance Manager的感觉组织测验(SOT)和稳定性极限(LOS)测验解决了这种知识匮乏的问题。这些公认的姿势描记评估分别测量感觉加权和平衡的动态稳定性机制。 40名健康的年轻参与者被分为两组:Wii健身平衡干预(WFBI)(n = 20)和对照组(CON)(n = 20)。平衡训练包括连续六个星期(每周2-4次,每天30-45分钟)进行的7场Wii Fit游戏锻炼。 WFBI组在干预前后进行Neurocom测试,而CON组则按照类似的时间表进行测试,无需干预。混合设计方差分析发现,在测试SOT的时间点和条件5(p <0.02),终点偏移(p <0.01),运动速度(p <0.02)和响应时间(p <0.01)方面存在显着的相互作用。这些效果使得在Wii Fit训练后WFBI组看到了更大的进步。这些发现表明,在处理多种感官信息方面存在已知问题的个人和/或功能支持基础有限的个人可能会从Wii Fit平衡训练中受益最多。 (C)2015 Elsevier B.V.保留所有权利。

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