Skip to content
DraconiticResearch
Search Sources API
189,280 studies31 sourcesUpdated 34 min ago
Peer-reviewedCC BY-NCInternational journal of sports physical therapy

Gamified Versus Traditional Balance Training: Effects on Balance and Motivation in Collegiate Student-Athletes

  1. 1Exercise Physiology Ohio University.
  2. 2Health Sciences and Kinesiology Georgia Southern University.
  3. 3Kinesiology and Applied Physiology University of Delaware.

Abstract

Background

Gamified balance platforms offer engaging alternatives to traditional balance tools; however, their comparative effectiveness in improving dynamic balance and motivation in athletic populations remains unclear.Hypothesis/Purpose: To compare the effects of gamified (Wii Fit) versus traditional (wobble board) balance training on dynamic balance and intrinsic motivation in collegiate athletes.Study design

Quasi-experimental controlled trial.Methods

Thirty healthy collegiate athletes (5 males, 25 females; 19.8 ± 0.9 years) were pseudo-randomized to gamified training (n = 9), traditional training (n = 11), or a control group (n = 10). Participants in the training groups completed twelve 15-minute supervised sessions (three times per week for four weeks). Dynamic balance was assessed pre- and post-intervention using the modified Star Excursion Balance Test (mSEBT) and the Dynamic Postural Stability Index (DPSI). Motivation was evaluated post-training using the Intrinsic Motivation Inventory (IMI). Group x time differences were analyzed using repeated measures ANOVA with Tukey post hoc tests, and IMI scores were compared between training groups using one-way ANOVAs.Results

Both training groups showed significant improvements in anterior reach (gamified: +6.5 ± 10.2 cm; traditional: +6.5 ± 10.3 cm) and mSEBT composite scores (gamified: +21.6 ± 11.9 cm, d = 1.84; traditional: +18.5 ± 14.6 cm, d = 1.54) compared with control (-2.3 ± 10.5 cm; p < 0.01). DPSI scores did not change significantly (p > 0.28). IMI interest/enjoyment scores were higher in the gamified group (5.0 ± 1.2) than the traditional group (3.2 ± 1.3; p < 0.01, d = 1.50).Conclusion

Gamified balance training produced similar biomechanical improvements to traditional balance training while eliciting greater enjoyment. It may serve as an engaging option for balance rehabilitation and injury-prevention programs in athletes.Level of evidence

2.

Related

  1. Evaluation of a Wearable Hydration Monitor for Estimating Sweat Loss and Hydration Status in Collegiate Athletes: A Pilot Study
    Jill McCann Snyder, Lindsay Toth, Elysse Aguero +2
    NutrientsPeer-reviewedCC BYFull textNutritionEurope PMC
  2. Biomechanical and movement-quality predictors of lower-limb load-related injury in collegiate athletes: a prospective cohort study using functional movement screening, wearable inertial sensing, and explainable machine learning
    Xuqingfeng Xu, Jihe Zhang, Jianlu Liao
    Frontiers in physiologyPeer-reviewedCC BYFull textGeneral medicineEurope PMC
  3. Effects of plyometric vs. traditional resistance training on kick performance and anaerobic power in elite taekwondo athletes.
    Feiyang Yu, Tan Tian
    Frontiers in sports and active livingPeer-reviewedCC BYFull textSurgery & anaesthesiaEurope PMCPMC
  4. Effects of Fatigue on Peak and Angle-Specific Hamstring-to-Quadriceps Ratios in Collegiate Women Lacrosse Athletes.
    Tianyi Lu, Marvin Powell, B Christine Green +1
    Journal of functional morphology and kinesiologyPeer-reviewedCC BYFull textSurgery & anaesthesiaEurope PMC
  5. Development and internal validation of a field-based triage tool for lumbopelvic-hip dysfunction in collegiate athletes
    Hung-Chun Huang, Pei-Hsi Chou, Kung-Che Lee +4
    PLOS OnePeer-reviewedCC BY 4.0Full textEpidemiology & public healthPLOS
BibTeX
@article{anderson2026gamified,
  title = {{Gamified Versus Traditional Balance Training: Effects on Balance and Motivation in Collegiate Student-Athletes}},
  author = {Melissa N Anderson and Marie N Davidson and Barry Munkasy and Barry Joyner and Thomas A Buckley},
  journal = {International journal of sports physical therapy},
  year = {2026},
  month = nov,
  doi = {10.26603/001c.172561},
  url = {https://europepmc.org/article/PMC/PMC13727002},
  note = {CC BY-NC},
}
RIS
TY  - JOUR
TI  - Gamified Versus Traditional Balance Training: Effects on Balance and Motivation in Collegiate Student-Athletes
AU  - Melissa N Anderson
AU  - Marie N Davidson
AU  - Barry Munkasy
AU  - Barry Joyner
AU  - Thomas A Buckley
PY  - 2026
DA  - 2026/11/01
JO  - International journal of sports physical therapy
DO  - 10.26603/001c.172561
UR  - https://europepmc.org/article/PMC/PMC13727002
AB  - Background  Gamified balance platforms offer engaging alternatives to traditional balance tools; however, their comparative effectiveness in improving dynamic balance and motivation in athletic populations remains unclear.Hypothesis/Purpose: To compare the effects of gamified (Wii Fit) versus traditional (wobble board) balance training on dynamic balance and intrinsic motivation in collegiate athletes.Study design  Quasi-experimental controlled trial.Methods  Thirty healthy collegiate athletes (5 males, 25 females; 19.8 ± 0.9 years) were pseudo-randomized to gamified training (n = 9), traditional training (n = 11), or a control group (n = 10). Participants in the training groups completed twelve 15-minute supervised sessions (three times per week for four weeks). Dynamic balance was assessed pre- and post-intervention using the modified Star Excursion Balance Test (mSEBT) and the Dynamic Postural Stability Index (DPSI). Motivation was evaluated post-training using the Intrinsic Motivation Inventory (IMI). Group x time differences were analyzed using repeated measures ANOVA with Tukey post hoc tests, and IMI scores were compared between training groups using one-way ANOVAs.Results  Both training groups showed significant improvements in anterior reach (gamified: +6.5 ± 10.2 cm; traditional: +6.5 ± 10.3 cm) and mSEBT composite scores (gamified: +21.6 ± 11.9 cm, d = 1.84; traditional: +18.5 ± 14.6 cm, d = 1.54) compared with control (-2.3 ± 10.5 cm; p < 0.01). DPSI scores did not change significantly (p > 0.28). IMI interest/enjoyment scores were higher in the gamified group (5.0 ± 1.2) than the traditional group (3.2 ± 1.3; p < 0.01, d = 1.50).Conclusion  Gamified balance training produced similar biomechanical improvements to traditional balance training while eliciting greater enjoyment. It may serve as an engaging option for balance rehabilitation and injury-prevention programs in athletes.Level of evidence  2.
SN  - 2159-2896
ER  -