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    Clinical Kinesiology62(4); Winter, 2008 27

    facilitates performance improvement. The Wii Fit

    video game system has built in balance programs that

    utilize bilateral stance in balance training activities. Itcannot be played using only one foot.

    In contrast, DDR was created for dual foot

    play, but with a simple rule change forcing

    participants into single foot stance during play, thegame mimics other balance training exercises. The

    researchers have been prescribing preventative and

    rehabilitative exercises using DDR based balanceexercises for several years. With the recent consumer

    market release of the Wii Fitvideo game system,this research project was designed to determine if the

    use of either video game based balance programs

    were as effective as previous research has shown

    traditional balance programs to be.

    METHODSStudy Design:The study was completed over a

    5-week period. Pre and post test measurements

    consisted of Star Excursion Balance Tests (SEBT)measurements and single leg force plate balancingdata obtained from an AMTI AccuSwayPLUSBalance

    Platform (AMTI: Watertown, Mass.) and associated

    Balance Clinic balance software. Participants were

    randomly assigned an identification number andagain randomly assigned to one of four treatment

    groups (control, n=7; traditional balance program, n =

    5; DDR balance program, n = 7; Wii Fitbalanceprogram, n = 6). The participants were notified of

    their treatment assignments following pre-testing

    procedures. The traditional, DDR and Wii Fit

    exercise groups participated in balance training

    exercises three days a week for four weeks. Eachtraining session was conducted in such a manner to

    provide between 12 to 15 minutes of actual balance

    exercises per session, which is an approximate time

    allocated during balance improvement programs. Thecontrol group only participated in the pre and port

    testing sessions. All training sessions were conductedin the same room during pre-determined times. A

    member of the research team supervised each training

    session.

    Participants: Upon approval by the institutional

    review board for the testing of human participants,

    twenty-eight individuals were recruited for the study.However due to extenuating circumstances only

    twenty-five successfully completed the balance

    training exercise requirements and post testing.Therefore, twenty-five participants, men (n = 12) and

    women (n = 13) between the ages of 18 and 24 (m =

    19.56, sd = 1.69), were included in the final studyand data analysis. Prior to testing all participants

    participated in a face-to-face interview to evaluate

    study inclusion criteria. Any participant with a

    previously diagnosed condition inhibiting balance or

    significant history of injury/surgery to their ankle was

    disqualified from participation in the study.

    Participants were not currently enrolled in a

    structured strength or cardiovascular training

    program and were not actively competitive athletes.Participants were encouraged to wear athletic apparel

    during testing and training sessions.

    Pre and Post Test Measurements: Pre-test andpost-test procedures preceded and followed 4 weeks

    of balance training exercise. Measurements and

    procedures used in testing were performed in the

    same manner and sequence during both testingperiods.

    Performance of the SEBT testing was completed

    in the anteromedial, medial, and posteromedial

    directions to reduce redundancy (4). The participantshad leg length measurements taken from the distal tip

    of their medial malleolus to their anterior superior

    iliac spine (ASIS). This measurement allowed fornormalization of the SEBT reach data between all

    participants regardless of gender and height (3).

    SEBT reach measurements were taken while

    participants were balancing on their

    preferred/dominant weight-bearing limb. Threerepetitions for each tested direction were obtained.

    Fifteen seconds of rest time were allowed between

    repetitions. The three values were averaged and

    normalized for data analysis procedures. To ensureeach participant used their dominant weight bearing

    leg throughout testing, researchers asked participants

    which leg they would use if they had to jump formaximum height off of one foot. The preferred leg

    was used throughout the study for pre and post

    testing, as well as the training protocol. Allparticipants completed the SEBT testing proceduresprior to testing on the force plate.

    Force plate testing consisted of two ten second

    trials; one with eyes open and one with eyes closed.

    Participants were instructed to stand on theirdominant weight bearing leg, place hands on their

    hips, slightly flex opposite hip and knee. For the eyes

    open trial the participants were asked to focus on adot, which was drawn on a dry erase board and

    placed 65 cm away at eye level.

    Exercise Protoco ls

    Traditional Balance Program: The traditional

    exercise protocol consisted of: 1) SEBT in eightdirections; 2) DynaDisc balance with eyes open; 3)DynaDisc balance with eyes closed; 4) DynaDisc

    ball toss; 5) DynaDisc ORBITS. These activities

    were selected because it was felt that they matchedthe various styles of exercise commonly used during

    non-video based balance training programs. All

    exercises were timed using a hand-help stopwatch so

    that time actually spent performing the balance

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    Clinical Kinesiology62(4); Winter, 2008 28

    Figure 1. DynaDisc Single Leg ORBITS

    exercises matched up with study design protocols.

    Star excursion balance testing was done with the

    participant balancing on the dominant weight bearingleg in the center of the eight-direction SEBT asterisk.

    The participants held their hands on their hips and

    reached out as far as they could with their non-dominant leg in each direction, gently touching their

    toe on the ground. They would return to starting

    position and immediately proceed to the nextsequential direction. This exercise was continued in

    all eight directions in a clockwise manner for 90

    seconds and repeated it for another 90 seconds in a

    counterclockwise direction. Following the SEB

    training, the participants were asked to balance on theDynaDisc for three minutes with their eyes open,

    trying to avoid losing their balance. Ball tossing andcatching was added to open eyed DynaDisc

    balancing for three minutes, followed by balance onthe DynaDisc for three minutes with eyes closed.

    The final activity was three minutes of DynaDisc

    Single Leg ORBITS (see Figure 1). This exercise wascreated by one of the investigators (TB) and

    consisted of single-leg balance on the DynaDisc,

    while simultaneously using the toes of the opposite

    foot to move a tennis ball around their DynaDisc

    platform in a fashion similar to the moon orbiting theearth. The participants were to use their non-

    supportive leg to roll the tennis ball on the ground

    around the DynaDisc as far as they could and thenreversing the pattern. Light toe touch of the non-

    stance foot was allowed on the tennis ball in order to

    maintain balance, but verbal motivation was given toencourage as light a touch as possible without loss of

    balance. Exercises during the traditional program

    were timed for a total of 12 minutes of actual

    exercise. Participants had the option to rest in

    between exercises, but this time was not counted intheir total exercise time.

    Figure 2.Dance Dance Revolution

    Dance Dance Revolution (DDR) Program:

    Inclusion in the DDR exercise protocol, allowed

    participants the opportunity to play DDR games

    using one foot. The typical DDR pad consists of

    four directional (anterior, posterior, medial, and

    lateral) response arrows on the edges of a game mat.The game mat measures approximately 3 meters by 3

    meters, with the center of the pad serving as a non-

    responsive free zone. During play, the player mustrespond to a series of arrows pointing left, right, up,

    or down continually scroll on the television screen,

    by moving their non weight bearing foot andtouching the corresponding arrow on the game mat

    with the arrow on the television screen. Typically the

    game is performed using both feet, but the

    researchers have begun using single leg stance play

    as a way to focus on balance training (see Figure 2).During the balance training sessions the participants

    were required to perform a single leg stance with one

    foot in the middle of the pad and the hip and kneeslightly flexed while touching the direction arrows

    with the heel or toes of the opposite foot for theduration of each song (approximately 90 seconds). If

    the game presented the participants with a doublearrow they were advised to choose one direction and

    continue play. The DDR training sessions consist of

    game participation of three repetitions for each of

    three pre determined songs. This format created nineperformance opportunities of approximately 90

    seconds each, so that total balance training exercise

    time was between 12 and 15 minutes. The difficulty

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    Clinical Kinesiology62(4); Winter, 2008 29

    Figure 3. Wii Fit

    setting was pre-determined by the researchers and

    was consistent for each participant throughout the

    testing period regardless of ability.Wii Program: The Wii Fit exercise protocol

    consisted of game play of selected balance training

    exercises created by the Nintendo Corporation. TheWii Fit Balance Board was placed about 2 meters

    from the television screen with ample space around

    the board to prevent injury (see Figure 3). Each

    session, the subjects were instructed to perform thesame three games on the balance board, each for a

    minimum of 4 minutes and a maximum of 5 minutes

    in an attempt to remain within the parameters of 12 to

    15 minutes of actual balance training exercise.Members of the research time used hand held stop

    watches to record actual activity time for each

    participant to ensure accuracy and compliance.Three games were pre selected by the research

    team and were used throughout the training period.

    They consisted of Ski Slalom, Table Tilt, andBalanceBubble. In Ski Slalom, the subjects stood on the WiiFit Balance Board and weight shifted in medial and

    lateral directions to facilitate navigation of a downhillskiing slalom course. Anterior and posterior postural

    sway affected speed of the virtual skier. Table Tiltis

    a virtual re-creation of the old childhood game wherea tabletop is tilted to assist in getting a ball to drop

    through a hole in the table. By modifying their baseof support and center of pressure, the participants

    were able to virtually tilt the table to complete the

    game. The tilt of the table corresponded to the

    movement of participants center of gravity in all

    directions.Balance Bubblewas also a game based on

    postural movement in both the frontal and sagittal

    planes. The participants character was located in a

    large bubble that floated on water. By using anterior

    lean to propel the bubble and posterior sway to slowit, along with medial and lateral movement to steer

    away from obstacles the object of the game was to

    complete travel down a virtual river avoiding theriver edge during switchbacks and bends. In all game

    play, participants were instructed to keep both feet on

    the board at all times and to only use postural sway as

    methods for game play control.

    Qualitative Questionnaire

    Following the post testing procedures a brief e-

    mail survey was sent to each participant requesting

    their feedback on the balance training exerciseprograms that they participated in. Each participant

    was sent the following message:

    Please reflect on the exercise activity you were

    asked to perform during the 4-week training sessionand answer the following questions. Please use the

    following numbers to explain your response: 1= Not

    Very, 2= Mildly, 3=Somewhat, 4=Moderately,

    5=Very

    1) How difficult was your program?2) How engaged were you during yourprogram?

    3) How enjoyable was your program?

    RESULTS

    Data was analyzed using Statistical Package for

    Social Sciences (SPSS), Version 14. Paired sample t-

    tests were performed to examine pre and post test

    differences among individual measurements for allgroups. Statistical significance was found between

    pre and post testing of Star Excursion Balance testing

    of the traditional group in the anteromedial (p =0.004) and medial (p = 0.027) directions. The DDR

    trained group showed significant improvement in the

    average displacement from the force plate platform

    center on the y-axis, as well as, the average deviationof the center of pressure (COP) from the y centroid of

    the base of support (BOS) at (p = 0.028, p = 0.031)

    respectively. Significant improvement was elicited

    from the Wii Fit trained group at (p = 0.043) for

    reducing the average deviation from the COP from

    the y centroid of the BOS. The improvements for allthree groups were noticed only within the pre and

    post testing trials performed with eyes open.

    Analysis of Variance (ANOVA) tests were run

    examining between group performance for each preand post testing measurement. Significant

    improvement was noted between the groups during

    the post test eyes open force plate trials for average

    displacement from the force plate platform center on

    the y-axis (p = 0.022) and the average deviation of

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    Clinical Kinesiology62(4); Winter, 2008 30

    Table 1. Descriptive Statistics for Qualitative Questionnaire

    Group Question N Minimum Maximum Mean SD

    Traditional Difficult 6 2 4 3.17 .753

    Engaged 6 2 5 3.33 1.211

    Enjoy 6 1 5 2.17 1.472

    DDR Difficult 7 1 4 2.71 .951

    Engaged 7 2 5 4.14 1.069

    Enjoy 7 3 5 4.14 .690

    Wii Fit Difficult 5 1 2 1.60 .548

    Engaged 5 4 5 4.40 .548

    Enjoy 5 4 5 4.40 .548

    the COP from the y centroid of the BOS (p = 0.013)

    Tukey post hoc evaluation determined the significantdifference was found between the traditional and

    DDR trained groups for average displacement from

    the center of the force plate platform with the DDRgroup showing significant improvement over the

    traditional group (p = 0.029). With regard to theaverage deviation of the COP from the y centroid of

    the BOS, it was noted that both the DDR and Wii

    Fit balance trained groups showed significantimprovement over the traditional group (p = 0.014and p = 0.028) respectively.

    Descriptive statistics for the qualitative portion

    of the study can be found in Table 1. Analysis of the

    responses to the qualitative survey questions educed

    that the participants reported statistically significant

    differences between the difficulty (p = 0.016) and

    enjoyment (p= 0.003) of their programs. Post hocanalysis regarding difficulty detailed that the

    traditional group felt that their exercise program wasbetween somewhatand moderately difficult, whereas

    the Wii Fit group felt that their program wasbetween not very and mildly difficult. There was a

    significant difference between perceived difficulty

    with the traditional program being considered to be

    more difficult than the Wii Fit, program (p =

    0.014). Significance was approached when

    comparing the perceived difficulty of the DDR

    program to that of Wii Fit (p= 0.073) with Wii

    Fitbeing the easier of the two games to play. Upon

    evaluation of perceived enjoyment of the program,both video game based programs showed asignificant increase in amount of enjoyment over the

    traditional program (DDR, p = 0.007, Wii Fit, p =0.006). Although the mean scores for both video

    game based programs were higher than that of the

    traditional program regarding engagement in the

    program, no statistical significance was notedbetween the groups.

    DISCUSSION

    This research is the first to critically evaluate theefficacy of video game based balance training

    programs. Previous research studies have shown that

    balance programs have proven effective in improvingbalance measurements in a variety of settings (1, 2, 6,

    7, 9, 10). This study does not disprove the results ofthose previous studies, but instead provides positive

    evidence of efficacy for the clinician who chooses to

    use video game based activities in their balancetraining programs.

    During this study, traditional balance program

    participation significantly improved two of the three

    tested Star Excursion Balance activities from pre topost testing. It should be pointed out that these areas

    of improvement were noted in activities that were

    also used as a training exercise during the 4-week

    training period. It is a distinct possibility that atraining effect occurred from these activities.

    However, despite their effectiveness, traditional

    balance programs often elicit patient compliancedifficulties. It is also important to note that in this

    study the traditional balance program had the lowest

    observed scores for patient engagement and

    enjoyment. This confirms the suspicions andconcerns of previous researchers regarding the

    compliance in traditional balance programs (2).

    In addition to the improvements from the

    traditional program exercises, statistical examination

    of pre and post test performance measurements also

    determined that both DDR and Wii Fit

    balancetraining programs significantly reduced anterior and

    posterior postural sway. DDR training reduced the

    average deviation from the centroid of the data in the

    y-axis, whereas both DDR and Wii Fit reduced

    the average deviation of the COP from the y centroid

    of the BOS. The improvement in reducing posturalsway in the sagittal plane was improved only through

    the use of video game based balance exercises.

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    Clinical Kinesiology62(4); Winter, 2008 31

    Examination of qualitative perceptions regarding

    the individual balance programs allowed the

    researchers to discover that video game based

    balance programs were apparently less difficult and

    more engaging and enjoyable than the traditionalprogram exercises. It is unclear whether these

    programs are actually easier, but it stands to reason

    that this lower level of perceived difficulty leads toincreased enjoyment and therefore compliance.

    Regardless of whether the video game based

    programs are actually easier or whether the

    performance improvements in the video game basedparticipants occurred due to the increased enjoyment

    and attention; the fact remains that there was balance

    performance improvement in the video game based

    exercise groups. Consequently, based on both theobjective and subjective data of this study there is

    scientific reason to include and use video game based

    balance programs in clinical practice.

    REFERENCES1. Chaiwanichsiri, D., Lorprayoon, E., &

    Noomanoch, L. Star excursion balance training

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    2. Emery, C.A., Rose, m.S., McAllister, J.R., &Meeuwisse, W.H. A prevention strategy to

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    9. Verhagen, E, van der Beek, A., Twisk, J., Bahr,

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    AUTHOR CORRESPONDENCE:

    Kirk Brumels, PhD, ATCHope College - DeVos Fieldhouse

    222 Fairbanks Ave

    Holland, Michigan 49423616-395-7356 phone

    616-395-7175 fax

    [email protected]