Abstract

BackgroundThe use of exergaming is a potential alternative to traditional methods of balance training, which can be repetitive and somewhat monotonous. The purpose of this study was to assess the effects of exergaming using XBOX Kinect™ versus traditional gym-based exercise with no virtual stimuli (TGB) on postural control, technology acceptance, flow experience and exercise intensity, in young healthy adults.MethodsFifty healthy active adults (age: 33.8 ± 12.7 years, height: 172.9 ± 11.9 cm, weight: 75 ± 15.8 kg) were recruited; 44 completed both baseline and post-intervention data collection. Participants were randomised (blind card) allocation to one of two groups: (1) received balance training using the XBOX Kinect™ and (2) performed traditional gym-based exercise. Exercises were matched for intensity, duration and movement patterns across groups. All participants completed three, 30-minute, exercise sessions a week for four weeks. Postural sway was measured using a Kistler™ Force platform during unipedal standing. Mean heart rate (HR) and rate of perceived exertion (RPE) were collected during each exercise session to determine and verify that intensity of exercise was matched between groups. Technology acceptance was measured with the Unified Theory of Acceptance and Use of Technology (UTAUT) and flow experience with the Flow State Scale (FSS).ResultsHeart rate was matched between groups and BORG RPE was significantly lower in the Kinect™ group. There were significant between-group differences in postural sway in the medial-lateral direction and CoP. There were also significant differences in technology acceptance between groups for performance expectancy, social influence and behavioral intention, with higher values in the Kinect exercise group. The flow state scale showed significant differences between the groups on several dimensions, with higher values in the Kinect exercise group.ConclusionObjective physiological demand of exercise (HR) was matched across groups, but the exergaming group perceived it as being less demanding and of lower intensity. This suggests that exergaming may offer an alternative method of rehabilitation exercise through improved concordance. Balance training in healthy adults using the Kinect is both accepted and intrinsically motivating.Trial registrationRetrospectively registered on 27th July 2016. Trial number NCT02851017.

Highlights

  • The use of exergaming is a potential alternative to traditional methods of balance training, which can be repetitive and somewhat monotonous

  • A significant interaction effect between time and exercise was established for ML Range (F [1, 44] = 4.75, p = 0.04, ε2 = 0.10) in favour of exergaming, with a larger reduction in ML range over time from 33.67 (9.11) mm to 28.23 (5.74) mm than with Traditional gym based (TGB) 31.85 (10.02) mm to 31.48 (4.44) mm

  • heart rate (HR) was matched between exercise groups, showing that exercise intensity was well matched between the KinectTM and TGB; in both participant’s experienced moderate-to-vigorous levels of exercise intensity

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Summary

Introduction

The use of exergaming is a potential alternative to traditional methods of balance training, which can be repetitive and somewhat monotonous. Brumels et al [14] compared four weeks of thrice weekly exergaming with the Dance RevolutionTM and WiiTMTM systems with traditional balance-based exercise including the Star Excursion Balance Test (SEBT) and mini trampoline. They found significant reductions in anterior posterior postural sway for both Dance RevolutionTM (p = 0.028) and WiiTMTM groups (p = 0.043) but no improvement for the traditional exercise group. Vernadakis et al [15] results concurred with Brumels et al [14] in that there were significant improvements over time using the WiiTM fit for young adults performing a bi-weekly, 8-week program using the WiiTMTM compared to traditional balancetraining exercises.

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