Clinical Sciences/Health Conditions
Yasuaki Kusumoto, PhD
Associate Professor
Fukushima Medical University
Fukushima sakae, Fukushima, Japan
Satoko Ohmatsu, PhD
occupational therapist
Digireha Inc
Shibuya-ku, Tokyo, Japan
Eri Takahashi, PhD
Assistant Professor
Fukushima Medical University School of Health Sciences
Fukushima, Fukushima, Japan
Kanako Nakamura, MS
Physical therapist
Digireha Inc
Shibuya-ku, Tokyo, Japan
Kenji Takaki, PhD
instructor
Tokyo University of Technology
shiki, Saitama, Japan
Tadamitsu Matsuda, PhD
professor
Department of Physical Therapy, Faculty of Health and Medical Sciences, Juntendo University
Bunkyo-ku, Tokyo, Japan
Osamu Nitta, PhD
Professor
R Professional University of Rehabilitation
Tsuchiura City, Ibaraki, Japan
A cross-sectional study was conducted from January to June 2025, including 79 healthy participants (43 elementary school students, Fukuoka; 36 university students, Fukushima). Dynamic balance was evaluated under two conditions: the standard Y-Balance Test (YBT) and a sensor-based YBT using the gamified application. Sensor sensitivity was set to 0.768 g and 7.53 m/s² to constrain movement, allowing comparison between standard and technology-mediated performance.
Results:
Significant interaction effects were found between groups and test conditions. Among university students, no significant differences appeared between normal and sensor-based YBT scores for either leg. In contrast, elementary school students demonstrated significantly lower anterior, posteromedial, posterolateral, and composite scores in the sensor-based YBT compared with the normal YBT, indicating increased task difficulty under sensor-controlled conditions.
Conclusion:
The sensor-integrated gamification app effectively increased task difficulty for younger participants by promoting slower, more deliberate movements, temporarily reducing dynamic balance performance. This effect was not observed in the more motorically mature university group. These findings suggest that sensor-based gamification offers a quantifiable, age-appropriate means of adjusting task difficulty in pediatric rehabilitation. Further research should explore optimal sensor settings and evaluate the application’s feasibility for children with motor control impairments.