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Yongwoo Lee, Wonjae Choi, Kyeongjin Lee, Changho Song and Seungwon Lee

significantly improved in the experimental group compared with that in the control group. Therefore, virtual reality training using 3D video gaming technology might be beneficial to reduce falls in community-dwelling older adults. Future studies should consider immersion and flow experience in relation to 3D

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Courtney D. Hall, Carolyn K. Clevenger, Rachel A. Wolf, James S. Lin, Theodore M. Johnson II and Steven L. Wolf

The use of low-cost interactive game technology for balance rehabilitation has become more popular recently, with generally good outcomes. Very little research has been undertaken to determine whether this technology is appropriate for balance assessment. The Wii balance board has good reliability and is comparable to a research-grade force plate; however, recent studies examining the relationship between Wii Fit games and measures of balance and mobility demonstrate conflicting findings. This study found that the Wii Fit was feasible for community-dwelling older women to safely use the balance board and quickly learn the Wii Fit games. The Ski Slalom game scores were strongly correlated with several balance and mobility measures, whereas Table Tilt game scores were not. Based on these findings, the Ski Slalom game may have utility in the evaluation of balance problems in community-dwelling older adults.

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James R. Chagdes, Joshua J. Liddy, Amanda J. Arnold, Laura J. Claxton and Jeffrey M. Haddad

hanging over the surface. In the case of repurposed gaming technology such as the WBB, the platform has contours to guide foot placement and is therefore not flat. To mitigate both of these issues, in previous studies, researchers placed a platform or pad on top of the force collection device ( Chang et

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Jonathan Leo Ng, Chris Button, Dave Collins, Susan Giblin and Gavin Kennedy

better represent the object-control construct within a virtual game environment. Nevertheless, active video game technology offers promise in providing an objective and labor efficient tool, thus allowing it to be considered for use in practical settings such as schools. References Arajuo , J

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Alan L. Smith, Karl Erickson and Leapetswe Malete

sport as we understand it today as a potential source of healthful physical activity. To mitigate this, traditional youth sport may need to evolve in ways that integrate with the developing features of electronic game technology. Think Pokémon GO, absent the mindless walking into traffic and other

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Byron Lai, Eunbi Lee, Mayumi Wagatsuma, Georgia Frey, Heidi Stanish, Taeyou Jung and James H. Rimmer

studies suggest that interactive technologies (e.g., videoconferencing, phone, and video gaming technologies) may provide researchers with a promising method for reaching and managing larger numbers of children and youth with disabilities. Another suggestion to enhance intervention reach is to recruit