title: Effects of training using an active video game on agility and balance.
abstract: OBJECTIVE
  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).
  
  
  CONCLUSIONS
  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.
authors.affiliation: Department of Sports Medicine, Kaohsiung Medical University, Taiwan - ihchu@kmu.edu.tw.
authors.forename: H
authors.initials: H
authors.lastname: Su
authors.forename: Y-K
authors.initials: YK
authors.lastname: Chang
authors.forename: Y-J
authors.initials: YJ
authors.lastname: Lin
authors.forename: I-H
authors.initials: IH
authors.lastname: Chu
mesh_terms: D000328:Adult; D005260:Female; D006801:Humans; D008297:Male; D010809:Physical Fitness / Q000502:physiology*; D004856:Postural Balance / Q000502:physiology*; D018910:Video Games; D055815:Young Adult