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

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

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Journal
International Journal of Sports Physical Therapy
Published
2026-10-31
DOI
https://doi.org/10.26603/001c.172561
Primary Topic
Balance, Gait, and Falls Prevention
Type
article
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article

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

Barry A. Munkasy, Thomas A. Buckley, Melissa N. Anderson, Barry Joyner et al.
International Journal of Sports Physical Therapy
Balance, Gait, and Falls Prevention
article

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

Barry A. Munkasy, Thomas A. Buckley, Melissa N. Anderson, Barry Joyner, Marie N Davidson
article en

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

International Journal of Sports Physical TherapyVol. 21(11)
Georgia Southern University (US), Ohio University (US), University of Delaware (US)
Openalex Percentile: Top 5%
Balance, Gait, and Falls Prevention
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