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首页> 外文期刊>Gait & posture >No transfer between conditions in balance training regimes relying on tasks with different postural demands: Specificity effects of two different serious games
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No transfer between conditions in balance training regimes relying on tasks with different postural demands: Specificity effects of two different serious games

机译:在依靠不同姿势要求的任务的平衡训练方案中,条件之间没有转移:两种不同严肃游戏的特异性效应

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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 30 min on either the Nintendo (R) Wii Fit Balance Board or the MFT Challenge Disc (R) 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. (C) 2015 Elsevier B.V. All rights reserved.
机译:尽管越来越多地使用涉及全身运动的视频游戏来增强健康预防和康复中的姿势控制,但仍没有一致的证据表明训练效果实际上会转移到其他平衡任务上。本研究旨在确定在两种不同的基于视频游戏的训练设备上的训练效果是否是特定于任务的,或者可以安静地转移到姿势控制上,还是可以转移到另一台设备上的表现上。 37位健康的年轻人分为三组:两个干预组,每星期接受3次Nintendo(R)Wii Fit平衡板或MFT Challenge Disc(R)训练,持续4分钟,共4周,对照组接受没有训练。所有游戏都要求参与者通过沿不同方向移动重心来控制虚拟化身。两种设备的物理特性都不同。平衡板可提供稳定的表面,而挑战盘可在所有方向上倾斜。因变量是两个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,两个干预组均表现出训练有素的游戏的性能显着提高。但是,在未经训练的设备上,对性能没有任何相关的传输影响,并且在安静状态下COP路径长度也没有变化。这些结果表明,两种设备上的训练效果都是高度特定的,不会转移到具有不同姿势要求的任务上。 (C)2015 Elsevier B.V.保留所有权利。

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