Physical Therapy in Sport xxx (2013) 1e8
Contents lists available at ScienceDirect
Physical Therapy in Sport
journal homepage: www.elsevier.com/ptsp
Original research
The effect of Xbox Kinect intervention on balance ability for previously
injured young competitive male athletes: A preliminary study
Nikolaos Vernadakis*, Vassiliki Derri, Efi Tsitskari, Panagiotis Antoniou
Democritus University of Thrace, Department of Physical Education and Sport Science, University Campus, 69100 Komotini, Greece
a r t i c l e i n f o
a b s t r a c t
Article history:
Received 20 November 2012
Received in revised form
21 July 2013
Accepted 21 August 2013
Objectives: To explore the outcomes of an Xbox Kinect intervention on balance ability, enjoyment and
compliance for previously injured young competitive male athletes.
Design: Experimental pre-/post-test design with random assignment.
Participants: Sixty-three previously injured young competitive male athletes, aged 16 1 years.
Interventions: Participants were divided into three groups: one group received Xbox Kinect (XbK)
training, one group received Traditional physiotherapy (TP) training, and one group did not receive any
balance training (Control). Intervention involved a 24 min session, twice weekly for 10 weeks.
Main outcome measures: Overall stability index (OSI) and limits of stability (LOS) scores using the Biodex
Stability System. Enjoyment using the Physical Activity Enjoyment Scale. Self-reported compliance.
Results: Both experimental groups demonstrated an improvement in OSI and LOS mean scores for the
right and the left limb after the intervention. In addition, the results revealed important differences
between the experimental groups and the control group on balance test indices. Group enjoyment rating
was greater for XbK compared with TP, while the compliance rating was not.
Conclusions: These findings suggest that the use of XbK intervention is a valuable, feasible and pleasant
approach in order to improve balance ability of previously injured young competitive male athletes.
Ó 2013 Elsevier Ltd. All rights reserved.
Keywords:
Male soccer players
Exergaming
Ankle
Balance control
Enjoyment
Compliance
1. Introduction
Dynamic balancing is a person’s ability to maintain stability of
posture during movement (Shin & Demura, 2012). Balance
improvement is one of the most important therapeutic goals in a
wide range of conditions like lower limb surgeries, joint sprains,
amputations, risk of falls etc. (Hazime, Allard, Ide, Siqueira,
Amorim, & Tanaka, 2012). In addition, balance ability has a
fundamental role in many physical activities, and skill in postural
control may designate successful performance (Erkmen, Taskin,
Sanioglu, Kaplan, & Baştürk, 2010; Hrysomallis, 2011). Thus, a lot
of physical education (PE) professionals and physiotherapists place
balance exercises as a part of the daily training routine (Erkmen
et al., 2010). Park, Kim, Komatsu, Park, and Mutoh (2008)
declared that the ability to efficiently maintain balance relies on
physical fitness factors such as muscle strength and anaerobic
capacity. Freiwald, Papadopoulos, Slomka, Bizzini, and Baumgart
(2006) mentioned the importance of coordinative balance
* Corresponding author. Tel.: þ30 25310 39737.
E-mail
addresses:
nvernada@phyed.duth.gr,
(N. Vernadakis).
nvernada@gmail.com
training in science-based training programs to prevent injuries
and improve performance. Traditional physiotherapy (TP) balance
interventions are based on the automatic repetition of specific
movements, using unstable balance platforms or exercises such as
single-leg stance or single-leg hops in order to partly restore
proprioceptive deficits and functional stability of the ankle
(Holmes & Delahunt, 2009). Although these movements have
proven helpful in improving balance they can be considered by
young people performing them, boring and not very stimulating
(Gil-Gómez, Lloréns, Alcañiz, & Colomer, 2011). This lack of interest
in the movements can lead to limited engagement and lower
performance. Therefore, strategies are required to maintain young
people’s motivation in physical activity.
In recent years there has been an increase in the development
of exergaming (Papastergiou, 2009; Staiano & Calvert, 2011).
Exergaming are new innovative technologies that provide an
interactive environment requiring gestures and movements of the
upper or lower extremities in order to simulate on-screen game
play (Vernadakis, Gioftsidou, Antoniou, Ioannidis, & Giannousi,
2012). An example of such a product is the Microsoft Xbox Kinect (XbK). This console is operated through movement of the
player, without the need for a controller. The XbK holds the
1466-853X/$ e see front matter Ó 2013 Elsevier Ltd. All rights reserved.
http://dx.doi.org/10.1016/j.ptsp.2013.08.004
Please cite this article in press as: Vernadakis, N., et al., The effect of Xbox Kinect intervention on balance ability for previously injured young
competitive male athletes: A preliminary study, Physical Therapy in Sport (2013), http://dx.doi.org/10.1016/j.ptsp.2013.08.004
2
N. Vernadakis et al. / Physical Therapy in Sport xxx (2013) 1e8
Guinness World Record of being the “fastest selling consumer
electronics device” by selling 8 million units in its first 60 days
(Kampally, Durga, & Manohar, 2011). The sales records indicate the
extreme popularity of XbK franchise and its use as alternative
forms of exercise.
Exergaming has been integrated in to Health and PE programs to
improve balance defects and has been shown to be a reliable and
inexpensive way to improve neuromuscular control (Clark, Bryant,
Pua, McCrory, Bennell, & Hunt, 2010; Shih, 2011; Young, Ferguson,
Brault, & Craig, 2011). Research has also shown that easy access to
a facility or equipment is a major factor in compliance with an
exercise program (Nitz, Kuys, Isles, & Fu, 2010; vander Schee &
Boyles, 2010). Since the XbK is relatively inexpensive and easily
accessible, it has the potential to be an alternative exercise tool if
proven to be effective.
Previous studies on exergaming have shown positive outcomes
on the physiological benefits of exercise (Miyachi, Yamamoto,
Ohkawara, & Tanaka, 2010; Penko & Barkley, 2010; Russell &
Newton, 2008). Furthermore, there are studies concerning the
impact of exergaming which have shown greater benefits in balance (Abdel Rahman, 2010; Vernadakis et al., 2012; Williams, Soiza,
Jenkinson, & Stewart, 2010; Yamada et al., 2011), strength and
burning calories (Nitz et al., 2010; Papastergiou, 2009). Specifically,
Williams, Doherty, Bender, Mattox, and Tibbs (2011) explored the
benefits that exergaming activities may have on the balance of 22
community living older adults. The results pointed out the potential
effectiveness of utilizing exergaming as a therapeutic agent in
occupational therapy practice. Similarly, Brumels, Basius, Cortright,
Oumedian, and Brent (2008) compared the effects of exergaming
training to traditional rehabilitation techniques for improving
balance. In the experiment, a traditionally trained group and two
exergaming groups (Dance Dance Revolution and Nintendo Wii)
completed a four week training session on their assigned intervention. Results showed that balance was improved in the exergaming groups and in some cases improvements were better than
the traditional group. Additionally, the evaluation of perceived
difficulty and enjoyment of the programs showed that exergaming
was perceived as less strenuous and more enjoyable than the
traditional balance program.
As far as the XbK is concerned research has shown that playing
on the XbK elicited greater energy expenditure than playing on
the Nintendo Wii (O’Donovan, Hirsch, Holohan, McBride,
McManus, & Hussey, 2012). Furthermore, Chang, Chen, and
Huang (2011) assessed the possibility of rehabilitating two
young adults with motor impairments using a Kinect-based system and concluded that the two participants significantly
increased their motivation for physical rehabilitation, thus
improving exercise performance during the intervention phases.
Nevertheless, to the best of the author’s knowledge, no studies
exist demonstrating the outcomes of the XbK in previously
injured young competitive athletes’ balance performance. Thus,
given the importance of exploring alternative forms of exercise,
and considering the fact that low balance ability has been
demonstrated to be associated with an increased risk of lower
limb ligament injuries in young athletes’ (Gstöttner, Neher,
Scholtz, Millonlg, Lembert, & Raschner, 2009; Hrysomallis,
McLaughlin, & Goodman, 2007; Plisky, Rauh, Kaminski, &
Underwood, 2006), this study addresses the effect of XbK in
previously injured young competitive athletes’ balance, enjoyment and compliance compared to TP approaches. It was hypothesized that both XbK and TP training programs would
improve young athletes’ balance ability in contrast to a control
group. It was also hypothesized that the XbK approach’s effect
on enjoyment and compliance would be greater than a TP
approach.
2. Methods
2.1. Participants
Sixty-three young competitive male athletes were recruited
from local soccer clubs of Western Macedonia in Greece to
participate in the current study. Participants were included if they
had sustained an ankle injury (lateral sprain) two or more times
during the last year, but not during the last month. Individuals
were excluded if they were still receiving treatment, were not
back to sport or full activity, or had any co-existing musculoskeletal disorders. Body height and body weight were measured
with standard techniques to the nearest 0.1 cm and 0.1 kg,
respectively. In addition, the players were interviewed to estimate
the number of years of regular experience/training in soccer.
Participants did not have any previous exposure to exergaming,
such as XbK, perceived to affect balance. Informed consent was
obtained from each parent of the young athletes prior to their
voluntary participation in the study. The experimental procedure
complied with the Helsinki declaration of 1975 and was approved
by the Institutional Review Board of the Democritus University of
Thrace.
2.2. Instrumentation
2.2.1. Biodex Stability System
The Biodex Stability System (BSS) was used to assess the participant’s ability to maintain dynamic postural stability on an unstable platform with a maximum of 20 of surface tilt (Arnold &
Schmitz, 1998). The overall stability index (OSI) and the limits of
stability (LOS) are two major indices to evaluate the progress of
training effects using the BSS measures and therefore they have
been used in this study (Hall & Brody, 2005).
In the OSI test the participants completed a single-leg static
balance assessment for both limbs and they tried to maintain the
unstable balance platform in the horizontal position. Specifically,
the participants maintained single-limb stance for 20 s, with the
Biodex platform set to freely move by up to 20 from level in any
direction. Any balance platform deviations were reported numerically by the system in degrees ( ).
The LOS test prompted participants to move a cursor, viewed on
a liquid crystal display, by leaning toward a target while standing
on the fully unstable platform. Participants were instructed to
complete the test as quickly and accurately as possible, keeping
their body in a straight line, using each ankle as the primary axis of
rotation. The LOS test measured the time and accuracy with which
participants transferred their estimated center of gravity, moving
the cursor to intercept each of 8 successive targets on the display
screen. The targets were positioned at 45 intervals around a central target that represented the participant’s center of pressure
under static conditions. Each target was randomly highlighted, and
the athletes reached the target by leaning and returning to the
center position before the next target was selected and displayed
on the screen. The test was completed when all 8 targets had been
reached. Target placement was preset by the manufacturer at 75%
of the LOS.
The balance indices which included the OSI and the LOS scores
as computed and given by the system were collected and used for
further analysis. Lower values represented better stability than
higher ones.
2.2.2. Physical Activity Enjoyment Scale
A modified Physical Activity Enjoyment Scale (PACES) was used
to assess enjoyment while undertaking the activities, with 5 items
from the original 18 items being included in the study (see
Please cite this article in press as: Vernadakis, N., et al., The effect of Xbox Kinect intervention on balance ability for previously injured young
competitive male athletes: A preliminary study, Physical Therapy in Sport (2013), http://dx.doi.org/10.1016/j.ptsp.2013.08.004
3
N. Vernadakis et al. / Physical Therapy in Sport xxx (2013) 1e8
Table 1
Training program of the XbK group.
Rally Ball
Reflex Ridge
River Rush
2000 Leaks
Game’s
description
There is a ball in front of you,
just floating in the air. The player can
use any body part to reach
out and whack it.
The player controls the
raft with his/her body by
moving side to side
and jumping.
Fish poke holes in the
observatory glass and you
have to fix them. The player
uses all of his/her body parts
to keep the water from leaking
into the room.
Week 1e4
2 Repeats of 3 min in basic free play
mode (9 levels). Break
60 s between repetitions.
2 Repeats of 3 min in intermediate
free play mode (9 levels). Break
60 s between repetitions.
An obstacle machine is hidden away
in the mountains. When you see an
obstacle coming, you have to jump,
duck step to the right or left to avoid it.
When you see pins coming
at you, collect them by reaching
up and grabbing them.
The objective is to gather as many
pins as possible.
2 Repeats of 3 min in basic
free play mode (9 levels). Break
60 s between repetitions.
2 Repeats of 3 min in intermediate
free play mode (9 levels). Break
60 s between repetitions.
2 Repeats of 3 min in basic free
play mode (6 levels). Break 60 s
between repetitions.
2 Repeats of 3 min in intermediate
free play mode (6 levels). Break
60 s between repetitions.
2 Repeats of 3 min in advanced
free play mode (9 levels). Break
60 s between repetitions.
2 Repeats of 3 min in advanced
free play mode (9 levels). Break
60 s between repetitions.
2 Repeats of 3 min in advanced
free play mode (6 levels). Break
60 s between repetitions.
2 Repeats of 3 min in basic
free play mode (9 levels).
Break 60 s between repetitions.
2 Repeats of 3 min in
intermediate free play mode
(9 levels). Break 60 s between
repetitions.
2 Repeats of 3 min in advanced
free play mode (9 levels).
Break 60 s between repetitions.
Week 5e7
Week 8e10
Appendix). Items were chosen to reflect the study aims. Individuals
rated the extent to which they agreed with each item on a 7-point
Likert-type scale. For each training session, participant’s responses
were summed to give a score ranging from 5 to 35, and an average
enjoyment score of the total sessions was calculated. The PACES has
been found to have both reliability and validity in physical activity
environments (Kendzierski & DeCarlo, 1991). The reliability of the
modified version was confirmed in the current study (Cronbach’s
alpha ¼ 0.897).
2.2.3. Self-reported compliance
The degree of compliance with the program was determined
with the question ‘To what extent did you comply with the balancetraining program?’ Participants rated the extent to which they
agreed with the question on a 10-point Likert-type scale. The mean
self-reported compliance with the program was determined by
calculating the mean score on this question for each training
session.
2.3. Procedure
Participants were randomly divided into three individual
groups of 21 athletes each, one control group and two experimental groups (XbK, TP). The control group did not receive any
balance training, while the two experimental groups performed a
specific balance program for 10 weeks, two times per week, and
24 min per session. According to Hoffman and Payne (1995) 10
weeks of proprioception ankle disk training on previously injured
young healthy athletes can decrease postural sway parameters
significantly. Before the intervention started, the XbK group was
given a 45 min introductory session on how to use the XbK
adventure games and its tools. All sessions were led by a single
experienced physiotherapist (different to the physiotherapist who
performed the balance tests) in order to provide instruction on
how to perform each exercise.
The XbK group used the adventure games of the XbK console, as
a training method to improve their balance. The playing area was
Table 2
Training program of the TP group.
Exercises in mini
trampoline (6 min)
BOSU ball exercises
(18 min)
Description
Frequency
1. High skipping (jump on spot 3 times
on each leg) and landing on a limb every time
2. Standing on one leg and try to catch
the ball thrown at them in various
directions by the researcher
3. Standing on BOSU’s round soft surface
with one foot, in an attempt to maintain balance
4. Standing on BOSU’s round soft surface
with one foot, in an attempt to maintain
balance, while lifting the non-support leg
forward and backward
5. Standing on BOSU’s round soft surface with one
foot, in an attempt to maintain balance, while
trying to catch the ball thrown at them by the
experimenter in various directions
6. Standing on BOSU’s flat hard surface with
one foot, in an attempt to maintain balance
7. Standing on BOSU’s flat hard surface with
one foot, in an attempt to maintain balance, while
lifting the non-support leg forward and backward
8. Standing on BOSU’s flat hard surface with one foot,
in an attempt to maintain balance, while trying to
catch the ball thrown at them by the
experimenter in various directions
2 Repeats of 45 s each leg & break
15 s between repetitions
2 Repeats of 45 s each leg & break
15 s between repetitions
2 repeats of 45 s each leg & break
15 s between repetitions
2 Repeats of 45 s each leg & break
15 s between repetitions
2 Repeats of 45 s each leg & break
15 s between repetitions
2 Repeats of 45 s each leg & break
15 s between repetitions
2 Repeats of 45 s each leg & break
15 s between repetitions
2 Repeats of 45 s each leg & break
15 s between repetitions
Please cite this article in press as: Vernadakis, N., et al., The effect of Xbox Kinect intervention on balance ability for previously injured young
competitive male athletes: A preliminary study, Physical Therapy in Sport (2013), http://dx.doi.org/10.1016/j.ptsp.2013.08.004
4
N. Vernadakis et al. / Physical Therapy in Sport xxx (2013) 1e8
16 12 m, and the televisions used were three standard 32-inch
flat screens. The participant’s movements were monitored by a
motion detecting camera as they played XbK games (Rally Ball,
Reflex Ridge, River Rush & 2000 Leaks). The games varied each
week starting with the easiest level and ending with the most
difficult level. Participants had the opportunity to choose the order
in which they would play the balance games, without allowing
them to change their time engagement. Transitions between games
within training periods of 24 min took approximately 60 s. Table 1
describes the training program of the XbK group.
The TP group used an exercise program with a mini trampoline
and inflatable discs, as a training method to improve their balance. The participants performed two balance exercises on the
mini trampoline for a total duration of 3 min on each leg and then
followed 6 balance exercises on an inflated rubber hemisphere
attached to a rigid platform (BOSU) for a total duration of 9 min
on each leg. Participants attempted to maintain balance, while
they tried to catch a ball thrown at them in various directions by
the researcher. Although, the balance-training exercises were the
same for each session, a progressive plan with increasing difficulty over the 10 week period was used. The progression for these
exercises was achieved by throwing a (different) weighted ball at
such a (different) distance that it is difficult for the participants to
control the body within its base of support. Progression was
based on the physiotherapist’s opinion of successful completion
of all the movements with no loss of balance during each 60 s
trial (Rasool & George, 2007). Table 2 describes the training
program of the TP group.
At the end of each balance-training session (XbK and TP) participants completed the modified PACES and the self-reported
compliance. Furthermore, before and after the completion of the
10 weeks balance program, participants completed a single-leg
static balance assessment for both limbs. Participants were tested
on two different indices provided from the BSS. For the OSI, participants performed three 20 s practice trials and three 20 s test
trials out of which only the best score was recorded. For the LOS,
they performed three practice trials and three test trials out of
which only the best score was recorded. The maximum movement
time allowed was 3 min. During the experimental period, participants were specifically instructed not to perform exercises (balance
or otherwise) outside of this regimen.
Table 3
Means and standard deviations for pre-test and post-test scores of the experimental
groups and the control group on balance tests.
Measurements
Group
Limb status
N
Pre-test
M SD
OSI e right
limb
TP
Injured
Uninjured
Injured
Uninjured
Injured
Uninjured
Injured
Uninjured
Injured
Uninjured
Injured
Uninjured
Injured
Uninjured
Injured
Uninjured
Injured
Uninjured
Injured
Uninjured
Injured
Uninjured
Injured
Uninjured
13
8
9
12
10
11
8
13
12
9
11
10
13
8
9
12
10
11
8
13
12
9
11
10
4.61
4.59
4.47
5.09
4.96
5.00
3.81
4.14
4.17
4.35
4.71
4.26
136.69
137.50
133.89
128.33
138.70
127.73
123.38
118.85
124.58
132.56
122.55
127.70
XbK
Control
OSI e left
limb
TP
XbK
Control
LOS e right
limb
TP
XbK
Control
LOS e left
limb
TP
XbK
Control
a
Post-test
M SD
2.66
1.86
1.54
1.67
2.17
1.79
2.25
1.40
1.07
0.94
1.83
0.93
57.82
47.96
47.09
55.29
54.37
55.31
62.21
59.92
49.12
58.06
48.15
58.31
2.95
2.66
2.73
3.60
4.87
4.90
2.53
2.95
2.96
2.72
4.61
4.17
64.77
81.75
71.00
86.83
132.10
118.36
68.00
61.08
67.42
70.11
116.09
121.80
1.38a
0.56a
1.34a
1.19a
2.17
1.79
0.95a
0.98a
0.82a
0.53a
1.83
0.93
27.77a
24.22a
42.10a
38.57a
52.77
53.77
17.84a
33.43a
28.28a
22.44a
47.83
55.43
Indicates p < 0.001 between pre-test and post-test (for any given leg).
dependent variables were the enjoyment and the compliance
scores.
3. Results
The mean age, height and weight of the participants was 16 1
years (mean SD), 174 2.5 cm and 64 3.5 kg respectively, while
the years of training were 4.7 1.3 years and the average time from
the last injury was 16 4.2 weeks. Table 3 shows the mean scores
and the standard deviations for the experimental and control
groups across time.
3.1. Balance OSI comparison
2.4. Data analysis
Normality of distribution was tested with the Kolmogorove
Smirnov test (Green & Salkind, 2007). A series of three-way analyses of variance (ANOVAs) with repeated measures were conducted to evaluate the effect of training programs and limb status
on balance performance over a series of measurements across time.
The dependent variable was balance test indices (OSI, LOS). The
within-individuals factor was time with two levels (pre-test, posttest) and the between-subject factors were training program
groups with three levels (XbK, TP, control) and limb status with two
levels (injured, uninjured). The Training programs Time, the Limb
status Time and the Training programs Limb status Time
interaction effect, as well as the Training programs, Limb status and
Time main effect were tested using the multivariate criterion of
Wilks’s lambda (L). Significant differences between the means
across time were tested at the 0.05 alpha level. An effect size was
computed for each analysis using the eta-squared statistic (h2) to
assess the practical significance of findings. Cohen’s guidelines
were used to interpret h2 effect size: 0.01 ¼ small, 0.06 ¼ medium
and 0.14 ¼ large (Cohen, 1988). Furthermore, two independentsamples t tests were conducted to compare participants’ enjoyment and compliance toward the XbK and the TP approaches. The
The balance OSI comparison showed a significant (Training
programs Time interaction) effect on the right, L ¼ 0.72, F(2,
57) ¼ 11.31, p < 0.001, partial h2 ¼ 0.284 and the left limb, L ¼ 0.68,
F(2, 57) ¼ 13.54, p < 0.001, partial h2 ¼ 0.322. The Limb
status Time [L ¼ 0.99, F(1, 57) ¼ 0.198, p ¼ 0.876, partial
h2 ¼ 0.005] and the Training programs Limb status Time
[L ¼ 0.99, F(2, 57) ¼ 0.213, p ¼ 0.809, partial h2 ¼ 0.007] interactions on the right limb and the Limb status Time [L ¼ 0.99,
F(1, 57) ¼ 0.234, p ¼ 0.630, partial h2 ¼ 0.004] and the Training
programs Limb status Time [L ¼ 0.98, F(2, 57) ¼ 0.489,
p ¼ 0.616, partial h2 ¼ 0.017] interactions on the left limb were not
significant. Analyzing the interaction on the right limb for each
level of the independent variable, a significant effect of repeated
factor Time was only found in the XbK group, L ¼ 0.63, F(1,
57) ¼ 33.44, p < 0.001, partial h2 ¼ 0.370 and the TP group, L ¼ 0.58,
F(1, 57) ¼ 41.37, p < 0.001, partial h2 ¼ 0.421, but not for the control
group, L ¼ 0.99, F(1, 57) ¼ 0.128, p ¼ 0.722, partial h2 ¼ 0.002.
Pairwise comparisons using t-test with a Bonferroni adjustment
revealed significant mean differences in OSI scores between pretest and post-test in XbK and TP group. Similarly, analyzing the
interaction on the left limb for each level of the independent variable, a significant effect of repeated factor Time was only found in
Please cite this article in press as: Vernadakis, N., et al., The effect of Xbox Kinect intervention on balance ability for previously injured young
competitive male athletes: A preliminary study, Physical Therapy in Sport (2013), http://dx.doi.org/10.1016/j.ptsp.2013.08.004
N. Vernadakis et al. / Physical Therapy in Sport xxx (2013) 1e8
Fig. 1. Right and left limbs’ performance of the three groups on all measurements
across time of the OSI test.
the XbK group, L ¼ 0.52, F(1, 57) ¼ 53.46, p < 0.001, partial
h2 ¼ 0.484 and the TP group, L ¼ 0.59, F(1, 57) ¼ 40.58, p < 0.001,
partial h2 ¼ 0.416, but not for the control group, L ¼ 0.99, F(1,
57) ¼ 0.266, p ¼ 0.608, partial h2 ¼ 0.005. Pairwise comparisons
using t-test with a Bonferroni adjustment showed significant mean
differences in OSI scores between pre-test and post-test in XbK and
TP group. As shown in Fig. 1, the post-test OSI scores were significantly lower than pre-test OSI scores for both experimental groups
and not for the control group.
3.2. Balance LOS comparison
The balance LOS comparison showed a significant Training
programs Time interaction effect on the right, L ¼ 0.68, F(2,
57) ¼ 13.32, p < 0.001, partial h2 ¼ 0.319 and the left limb, L ¼ 0.72,
F(2, 57) ¼ 11.01, p < 0.001, partial h2 ¼ 0.279. The Limb
status Time [L ¼ 0.97, F(1, 57) ¼ 1.713, p ¼ 0.196, partial
h2 ¼ 0.029] and the Training programs Limb status Time
[L ¼ 0.98, F(2, 57) ¼ 0.444, p ¼ 0.644, partial h2 ¼ 0.015] interactions on the right limb and the Limb status Time [L ¼ 0.99,
F(1, 57) ¼ 0.051, p ¼ 0.823, partial h2 ¼ 0.001] and the Training
programs Limb status Time [L ¼ 0.99, F(2, 57) ¼ 0.026,
p ¼ 0.974, partial h2 ¼ 0.001] interactions on the left limb were not
significant. Analyzing the interaction on the right limb for each
level of the independent variable, a significant effect of repeated
factor Time was only found in the XbK group, L ¼ 0.59, F(1,
57) ¼ 39.45, p < 0.001, partial h2 ¼ 0.409 and the TP group, L ¼ 0.50,
F(1, 57) ¼ 56.83, p < 0.001, partial h2 ¼ 0.499, but not for the control
group, L ¼ 0.99, F(1, 57) ¼ 0.620, p ¼ 0.434, partial h2 ¼ 0.011.
Pairwise comparisons using t-test with a Bonferroni adjustment
5
Fig. 3. Mean enjoyment scores as a function of training programs.
revealed significant mean differences in LOS scores between pretest and post-test in XbK and TP group. Similarly, analyzing the
interaction on the left limb for each level of the independent variable, a significant effect of repeated factor Time was only found in
the XbK group, L ¼ 0.57, F(1, 57) ¼ 43.24, p < 0.001, partial
h2 ¼ 0.431 and the TP group, L ¼ 0.61, F(1, 57) ¼ 37.26, p < 0.001,
partial h2 ¼ 0.395, but not for the control group, L ¼ 0.99, F(1,
57) ¼ 0.470, p ¼ 0.496, partial h2 ¼ 0.008. Pairwise comparisons
using t-test with a Bonferroni adjustment showed significant mean
differences in LOS scores between pre-test and post-test in XbK and
TP group. As shown in Fig. 2, the post-test LOS scores were significantly lower than pre-test LOS scores for both experimental groups
and not for the control group.
3.3. Enjoyment comparison
An independent-samples t test was conducted to evaluate the
hypothesis that the XbK approach’s effect on enjoyment would
be stronger than the TP approach. The test was significant,
t(40) ¼ 20.44, p ¼ 0.000, and the results supported the research
hypothesis. Participants in the XbK approach (M ¼ 31.19, SD ¼ 2.18)
on average enjoyed the balance activities more than those in the TP
approach (M ¼ 17.95, SD ¼ 2.01). The 95% confidence interval for
the difference in means was quite narrow, ranging from 11.93 to
14.55. The magnitude of the effect as assessed by eta square index
was large h2 ¼ 0.91. As shown in Fig. 3, the XbK approach mean
scores on enjoyment were remarkably greater than the TP
approach.
3.4. Compliance comparison
An independent-samples t test was conducted to evaluate the
hypothesis that the XbK approach’s effect on compliance would be
stronger than on TP approach. The test was not significant,
t(40) ¼ 1.198, p ¼ 0.238, and the results did not support the
research hypothesis. Participants in the XbK approach (M ¼ 8.01,
SD ¼ 0.93) on average complied with the balance activities as much
as the TP approach (M ¼ 7.61, SD ¼ 1.19). The 95% confidence interval for the difference in means was quite narrow, ranging
from 1.06 to 0.27. The magnitude of the effect as assessed by eta
square index was small h2 ¼ 0.03. According to Warden et al.
(2008), a self-reported compliance with the program of 60e65%
seems to be a fair number.
4. Discussion
Fig. 2. Right and left limbs’ performance of the three groups on all measurements
across time of the LOS test.
The purpose of this study was to compare the effects of an
intervention using the XbK and a TP balance-training program in
Please cite this article in press as: Vernadakis, N., et al., The effect of Xbox Kinect intervention on balance ability for previously injured young
competitive male athletes: A preliminary study, Physical Therapy in Sport (2013), http://dx.doi.org/10.1016/j.ptsp.2013.08.004
6
N. Vernadakis et al. / Physical Therapy in Sport xxx (2013) 1e8
previously injured young competitive athletes. Data were collected
through the use of the BSS measuring two different indices: OSI
and LOS.
Analysis of the data illustrated that only the experimental groups
demonstrated a decrease in OSI and LOS mean scores over the ten
weeks of the intervention for the right and the left limb. While this
decrease suggests an improvement in balance for both groups, the
difference between the TP athletes scores and the XbK athletes scores
in the above stability indices (right and left limb & injured versus
uninjured limb) were not significant. Overall, this decrease in scores
to perform the OSI and LOS tests indicated that only the experimental
groups demonstrated an increase in functional mobility, which is
related to balance, without the limb status (injured, uninjured) variable to affect their performances. These results support the hypothesis that XbK and TP training programs promotes the improvement of
dynamic balance of young athletes, in contrast to the control group.
Few studies have investigated the use of exergaming and their
effect on balance performance (Vernadakis et al., 2012). Some of
them have used the Nintendo Wii-Fit games in children with
Down’s syndrome (Abdel Rahman, 2010) or in older adults with a
history of falls (Williams et al., 2010, 2011; Yamada et al., 2011), and
all reported improvements in balance ability. Although the participants in the present study were previously injured, young
competitive athletes using the XbK adventure games, the findings
are in agreement with those of the previous studies. Such agreement indicates that benefits of using exergaming are not limited
and/or related only to those population’s groups and to the Wii
console.
The findings are also in agreement with three other studies
based on small samples sizes (Nitz et al., 2010) and assessments of
the short-term effects (Abdel Rahman, 2010; Williams et al., 2010,
2011; Yamada et al., 2011). The present study appears to be the
only study that has assessed changes due to XbK adventure games,
with a larger number of individuals, using a randomized control
design without any balance exercises to account for naturally
occurring balance over time.
Examination of the perceived enjoyment and compliance
regarding the individual balance programs allowed the researchers
to discover that XbK based balance programs were apparently more
enjoyable and perhaps less difficult than the TP program exercises,
while concerning the compliance rating was not. It is unclear
whether these programs are actually easier, but the fact remains
that XbK intervention led to increased enjoyment and compliance.
These finding are in agreement with Brumels et al. (2008) who
concluded that exergaming was perceived as less strenuous and
more enjoyable than the traditional balance program, with similar
compliance to the TP approach. A reason why the exergaming may
be considered more enjoyable than TP programs, leading to similar
compliance with them is because they may provide more mental
stimulation and challenge for participants. Due to the nature of
exergaming they may also be considered to be unstructured physical
activity. Therefore, the young athletes may have not perceived
themselves to be participating in physical activity when they were
exergaming.
It can, thus, be deduced that XbK adventure simulation games
are effective in favoring the acquisition of balance ability and their
transfer to real-world contexts under certain conditions. However,
this argument remains to be further supported by empirical
research. It should also be noted that the findings of this study
show that when it comes to specific motor skill acquisition, such as
balance ability, the game should encourage intentional learning
and should explicitly present e and let the player sense e the
targeted skill through appropriate simulation.
It seems that the XbK balance software proved successful
in providing games that incorporated competitiveness, goal
achievement and interest. In addition, not only did the XbK gaming
console provide the athletes with a choice over his or her own
learning but with a sense of achievement in completing the
training program effectively. For example, the participants could
work at their own pace regardless of the level at which they are
supposed to be. This promotes self-confidence because it gives the
participants a feeling/sense of control over what they have learned
and achieved. Papastergiou (2009) and Vernadakis et al. (2012)
claim that the exergame-based intervention has allowed users to
become a more active participant in his/her own learning.
There are several explanations for the improvement of young
athletes’ balance ability after training with the XbK. One explanation could be that the balance-training program was task driven
and required problem solving. These features of training have been
shown to promote behavioral changes as well as the further
development of physical abilities in adolescents and young adults.
Another possible explanation could be that the use of the XbK
allowed young athletes to become active participants in the
training process. Specifically, XbK software allowed motor learning
to take place through the use of its interactive balance games,
supporting players to become discoverers and examiners of the
balance-based activities.
Moreover, another factor contributing to the balance ability
could be the specificity and frequency of the feedback provided to
the participants by the system regarding both the knowledge of
their performance and the knowledge of the results of their actions.
Augmented feedback in the form of either knowledge of performance or knowledge of results is known to motivate the learner
and enhance motor skill learning (Schmidt & Lee, 2005; Swanson &
Lee, 1992).
Regarding, the comparison between the balance scores of the
previously injured limb with the opposite uninjured limb, it appears that it may not adversely influence measurable balance
ability. So, if a prior injury does not impair balance in the mediumto-long term, by what mechanism does a prior injury increase the
risk of re-injuring? It could be postulated that, just because a prior
injury may be the most commonly identified risk factor for reinjury, it may not be the most important. Intrinsic factors such as
talar tilt and calcaneal eversion may potentially contribute to
increased risk of ligament injury and re-injury (Beynnon, Renstrom,
Alosa, Baumhauer, & Vacek, 2001).
This finding was consistent with other studies in the literature
which indicated that soccer players (Hrysomallis, McLaughlin,
& Goodman, 2005) and college athletes (Evans, Hertel, &
Sebastianelli, 2004; Powers, Buckley, Kaminski, Hubbard, & Ortiz,
2004) with a history of ankle joint injury did not display
increased postural sway. Therefore, whether balance ability was
reduced by a prior ligament injury might be dependent on the
severity, time elapsed since the injury, and adherence and effectiveness of the rehabilitation program. In the short term (several
weeks after an ankle sprain), postural stability was reduced and
significant differences between the injured and uninjured ankle
were revealed (Hertel, Buckley, & Denegar, 2001; Holme,
Magnusson, Becher, Bieler, Aagaard, & Kjaer, 1999; Leanderson,
Bergqvist, Rolf, Westblad, Wigelius-Roovers, & Wredmark, 1999).
However, at follow up, these differences were not maintained. As
the participants in this study had all undergone a physiotherapy
rehabilitation program it is possible that any postural deficits might
have been resolved with the rehabilitation that participants had
received. Nevertheless, the type of rehabilitation that participants
received was not considered in this study. The findings from the
current study suggested that postural control was not a problem at
this stage of the rehabilitation process.
The current research was limited in some aspects. First, the
young competitive athletes were only from local soccer clubs of
Please cite this article in press as: Vernadakis, N., et al., The effect of Xbox Kinect intervention on balance ability for previously injured young
competitive male athletes: A preliminary study, Physical Therapy in Sport (2013), http://dx.doi.org/10.1016/j.ptsp.2013.08.004
7
N. Vernadakis et al. / Physical Therapy in Sport xxx (2013) 1e8
Western Macedonia in Greece. A larger and more diverse sample
would provide a more stringent test for balance development on an
exergame training program. Secondly, the results reported in this
study are based on a single interactive gaming software (XbK adventures). This is a case-specificity problem. It is possible that
different gaming software covering different games & exercises
would yield different results. In addition, strength changes in the
participants were not measured in the current study for logistical
reasons and thus the influence of this cannot be clarified. Although,
the information related to the improvement of balance competence
revealed from this study does not give a complete picture of the
balance-training process in previously injured young athletes. This
information can be the premise for future prospective or intervention studies involving strength exercises in those with balance
and adds to previous research on balance improvements in the
lower extremity. Finally, the researchers did not control physical
activity of the participants during the time of the experimental
procedure but simply instructed them not to perform exercises
(balance or otherwise) outside of this regimen. There is always a
possibility that if young athletes participated in such activities this
could significantly affect the results. Researchers did not assess any
aspect of functional movement and the impact the training could
have on these parameters.
Despite these limitations, several practical implications emerge
from this study. First, exergaming could be used as a form of
alternative method to train small groups of young adults and
children with multiple abilities, disabilities and health issues, producing fair and reasonable results. Secondly, exergaming interventions may serve as effective prevention tools for improving
balance and reducing injuries in young athletes. Moreover, in the
prevention and rehabilitation setting, the potential use of exergaming with visual feedback can facilitate the reduction of physical
time that the physiotherapist and the PE professional have to spend
with the young athletes. Finally, given the fact that the XbK can be
used at home, many of the barriers to training such as membership
cost, need to travel, time restraints, dress requirements and lack of
immediate quantifiable feedback are addressed, thereby increasing
the likelihood of exercise compliance.
5. Conclusions
The findings support the effectiveness of using the XbK as an
intervention for previously injured, young competitive athletes,
and specifically, its effects on physical ability related to balance
competence, enjoyment and compliance. Thereby, the incorporation of an interactive gaming console like the XbK, in the balancetraining process, probably constitutes an important, powerful and
affordable tool, available to the physiotherapist and the PE professional. Physiotherapists and PE professionals can benefit from the
features of the console and the opportunities it provides to improve
the balance ability of their athletes or clients as effectively as the TP
training method. Future studies should explore preference when
given choices between participating in traditional forms of functional mobility versus XbK games. Such information can be useful
for families, physiotherapists, PE professionals, and functional
mobility program coordinators to provide the most inviting activities for participation.
Conflict of interest
None declared.
Ethical approval
The experimental procedure complied with the Helsinki declaration of 1975 and was approved by the Institutional Review Board
of Democritus University of Thrace.
Funding
None declared.
Appendix
Physical Activity Enjoyment Scale
Please rate how you feel at the moment about the physical activity
you have just been doing.
a
I enjoy it
I dislike it
It’s no fun at all
a
I feel good physically
while doing it
I am very frustrated by it
a
1
1
1
1
2
2
2
2
3
3
3
3
4
4
4
4
5
5
5
5
6
6
6
6
7
7
7
7
1
2
3
4
5
6
7
I hate it
I like it
It’s a lot of fun
I feel bad physically
while doing it
I am not at all
frustrated by it
Item is reverse scored (i.e.: 1 ¼ 7, 2 ¼ 6. 3 ¼ 5, 4 ¼ 4, 5 ¼ 3, 6 ¼ 2, 7 ¼ 1).
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