2012
DOI: 10.1007/s10055-012-0212-7
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Evaluation of an electronic video game for improvement of balance

Abstract: Virtual environments have been investigated for fitness and medical rehabilitation. In this study, the Sony EyeToy Ò and PlayStation 2 Ò were used with the AntiGrav TM game to evaluate their potential for improving postural balance. The game required lateral head, body, and arm movements. The performance on balance tests of subjects who trained for 3 weeks with this game was compared to the performance of controls who were not trained. Training subjects showed improvement for two of the three tests (each testi… Show more

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Cited by 21 publications
(16 citation statements)
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“…The performance for the training subjects (n=7), mean=15 and 24 s, is compared to the performance of the control subjects (n=7) who did not receive training during the 3-week period; mean=25 and 19 s. The differences in balancing times were not significant for either group. [12] Figure 5. Simulator Sickness symptom occurrences over 7 subjects and 9 training sessions during a three week period.…”
Section: Discussionmentioning
confidence: 99%
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“…The performance for the training subjects (n=7), mean=15 and 24 s, is compared to the performance of the control subjects (n=7) who did not receive training during the 3-week period; mean=25 and 19 s. The differences in balancing times were not significant for either group. [12] Figure 5. Simulator Sickness symptom occurrences over 7 subjects and 9 training sessions during a three week period.…”
Section: Discussionmentioning
confidence: 99%
“…The purpose of this study was to to characterize balance-related motor learning effects through game performance and to evaluate the effectiveness and specificity of the video game for balance training in healthy subjects. [12] …”
Section: Balance Training: Sony Playstation® 2 With the Sony Eyetoy® mentioning
confidence: 99%
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“…The biological-signal interfaces being used in traditional medical systems are now available for the general public following the development of wearable biological-signal devices. Biological-signal interfaces are used in rehabilitation, fitness, and sports training such as practicing the method of controlling breathing or training body balancing [13,14]. The application of biological-signal systems has expanded beyond the medical services to various other areas such as education, information security, and human-computer interaction (HCI) as the Internet and mobile devices have become ubiquitous.…”
Section: Introductionmentioning
confidence: 99%