The Effect of Eight-Week Interactive Video Games on the Static and Dynamic Balance of Male Students
The purpose of this study was to investigate the effect of eight-week interactvee video games on the static and dynamic balance of male students.
Thirty high school students from Shadegan city were selected available sampling. The static and dynamic equilibrium test was taken at the pretest stage after the familiarity with the Xbox tool, subjects in the experimental group received intervention of kinect sport games on 8 sessions and 3 sessions each week. Data were analyzed using SPSS software version 22 by using covariance analysis test at significant level P≤ 0.05.
The results of covariance analysis test showed that there was a significant difference in static and dynamic balance between the experimental and control groups (P<0.05). According to the groups mean the experimental group, had better performance than the control group.
In a general conclusion, it can be argued that the presentation of an active video games period intervention can improve the static and dynamic balance in high school students, therefore, it is suggested that this type of intervention be considered in order to improve the static and dynamic balance of high school students.
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