Toronto Metropolitan University
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Evaluation of an electronic video game for improvement of balance

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journal contribution
posted on 2021-05-21, 15:12 authored by Kristiina M. Valter McConville, Sumandeep Virk
Virtual environments have been investigated for
fitness and medical rehabilitation. In this study, the Sony
EyeToy (R)and PlayStation 2 (R) were used with the Anti-Grav(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 testing a different facet of balance),
suggesting specificity of training, while control subjects did
not show significant improvement on any test. Simulator
sickness questionnaire results showed a variety of mild
symptoms, which decreased over the training sessions.
Motor learning analysis of the game scores showed that
mastery had been achieved on the easier level in the game,
but not on the second level of difficulty. This reflects the
potential for continued learning and training through
advanced levels within a game. A model parameter using
the time constants of game score improvement was developed, which could be used to quantify the difficulty for any video game design. The results suggest that this video game could be used for some aspects of balance training.

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    Electrical Engineering

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