Comparison of efficacy between traditional and video game based balance programs

KA Brumels, T Blasius, T Cortright… - Clinical Kinesiology …, 2008 - search.proquest.com
Purpose: The purpose of this research was to compare the efficacy of traditional and video
game based balance programs in improving balance performance measurements and …

Pilot study comparing changes in postural control after training using a video game balance board program and 2 standard activity-based balance intervention …

A Pluchino, SY Lee, S Asfour, BA Roos… - Archives of physical …, 2012 - Elsevier
Pluchino A, Lee SY, Asfour S, Roos BA, Signorile JF. Pilot study comparing changes in
postural control after training using a video game balance board program and 2 standard …

Video game–based exercises for balance rehabilitation: a single-subject design

AL Betker, T Szturm, ZK Moussavi, C Nett - Archives of physical medicine …, 2006 - Elsevier
Betker AL, Szturm T, Moussavi ZK, Nett C. Video game–based exercises for balance
rehabilitation: a single-subject design. OBJECTIVES: To investigate whether coupling foot …

Typical balance exercises or exergames for balance improvement?

A Gioftsidou, N Vernadakis, P Malliou… - Journal of back and …, 2013 - content.iospress.com
Methods: Forty students were randomly divided into two groups, a traditional (T group) and a
Nintendo Wii group (W group) performed an 8 week balance program. The “W group” used …

[PDF][PDF] Exergaming: Interactive balance training in healthy community-dwelling older adults

NM Kosse, SR Caljouw, PJ Vuijk, CJC Lamoth - Journal of Cyber Therapy …, 2011 - rvht.net
Nienke M. Kosse1, Simone R. Caljouw1, Pieter-Jelle Vuijk and Claudine JC Lamoth1
exergaming is a term used for videogame exercise. The aim of this study was to examine the …

Efficacy of virtual reality-based balance training versus the Biodex balance system training on the body balance of adults

MS Ibrahim, AG Mattar, SM Elhafez - Journal of physical therapy …, 2016 - jstage.jst.go.jp
[Purpose] This study investigated efficacy of virtual reality (VR)-based balance training on
enhancing balance and postural reactions of adults as a low-cost new modality compared to …

The effectiveness of virtual reality interventions in improving balance in adults with impaired balance compared with standard or no treatment: a systematic review and …

V Booth, T Masud, L Connell… - Clinical …, 2014 - journals.sagepub.com
Objective: To evaluate whether virtual reality interventions, including interactive gaming
systems, are effective at improving balance in adults with impaired balance. Design …

[HTML][HTML] Effects of a 6-week strength and proprioception training program on measures of dynamic balance: a single-case design

CG Mattacola, JW Lloyd - Journal of athletic training, 1997 - ncbi.nlm.nih.gov
Objective: To examine the effects of a 6-week strength and proprioception training program
on clinical measures of balance, and to introduce characteristics of a single-case research …

No transfer between conditions in balance training regimes relying on tasks with different postural demands: specificity effects of two different serious games

T Naumann, S Kindermann, M Joch, J Munzert… - Gait & posture, 2015 - Elsevier
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 …

Effects of balance training on selected skills

JA Yaggie, BM Campbell - The Journal of Strength & Conditioning …, 2006 - journals.lww.com
The purpose of this study was to determine the effect of a 4-week balance training program
on specified functional tasks. Thirty-six subjects (age= 22.7+/-2.10 years; height= 168.30+ …