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Nintendo Ring Fit Adventure improves balance ability in sedentary young adults
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IntroductionExercising with a game console is a novel type of exercise. One game that is currently popular is Nintendo Ring Fit Adventure, but its impact on balancing ability in young adults who are sedentary has yet to be investigated. This study aimed to investigate the effects of Nintendo Ring Fit Adventure exercise on balance ability in young adults with sedentary lifestyles.MethodsThirty participants were randomly divided into two groups: the Nintendo and control groups. The experimental group completed a workout routine using the Nintendo Ring Fit for 30 minutes per day, three times per week for four weeks, while the control group received no intervention. Participants’ balance abilities were evaluated pre- and post-intervention by the single leg stance test, Modified Clinical Test of Sensory Interaction in Balance (MCTSIB), and limit of stability. A one-way ANCOVA with the pre-intervention value as a covariate was used to compare groups.ResultsComparisons between groups after the intervention revealed a significant decrease in MCTSIB sway for the firm surface with eyes open condition (p = 0.043) and a significant increase in endpoint excursion in the backward direction (p = 0.038). The other variables did not show statistically significant differences between groups.ConclusionsExercise with Nintendo Ring Fit improved the participants’ ability to balance in certain dimensions. Nintendo Ring Fit may increase the balance ability of young adults with sedentary behaviour.
Title: Nintendo Ring Fit Adventure improves balance ability in sedentary young adults
Description:
IntroductionExercising with a game console is a novel type of exercise.
One game that is currently popular is Nintendo Ring Fit Adventure, but its impact on balancing ability in young adults who are sedentary has yet to be investigated.
This study aimed to investigate the effects of Nintendo Ring Fit Adventure exercise on balance ability in young adults with sedentary lifestyles.
MethodsThirty participants were randomly divided into two groups: the Nintendo and control groups.
The experimental group completed a workout routine using the Nintendo Ring Fit for 30 minutes per day, three times per week for four weeks, while the control group received no intervention.
Participants’ balance abilities were evaluated pre- and post-intervention by the single leg stance test, Modified Clinical Test of Sensory Interaction in Balance (MCTSIB), and limit of stability.
A one-way ANCOVA with the pre-intervention value as a covariate was used to compare groups.
ResultsComparisons between groups after the intervention revealed a significant decrease in MCTSIB sway for the firm surface with eyes open condition (p = 0.
043) and a significant increase in endpoint excursion in the backward direction (p = 0.
038).
The other variables did not show statistically significant differences between groups.
ConclusionsExercise with Nintendo Ring Fit improved the participants’ ability to balance in certain dimensions.
Nintendo Ring Fit may increase the balance ability of young adults with sedentary behaviour.
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