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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.
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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