Active Video Games Performance and Heart Rate on the Wii or Kinect in Children with and without Developmental Coordination Disorder (original) (raw)
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Exergaming for children with probable developmental coordination disorder (p-DCD)/DCD
Journal of physical education and recreation, 2020
The purpose of this study was to examine the effectiveness of exergaming for improving balance, eye–hand coordination (EHC), and exercise enjoyment among children with special educational needs (SEN) and probable developmental coordination disorder (p-DCD). This study adopted a single-group intervention with paired results. Nine primary school students (seven boys and two girls, aged 7–10 years) were recruited and underwent a 3-month exergaming intervention involving three 30-minute sessions per week. Xbox One Kinect was used under the supervision of the researchers and physical education (PE) teachers. Preand post-intervention scores were calculated for data analysis. Motor performance was assessed using the Movement Assessment Battery for Children – Second Edition Test. The participants’ gaming experiences were captured using Fun Toolkit. The Wilcoxon signed-rank test showed significant improvements in balance and EHC, but no significant differences in enjoyment scores. The findin...
Human movement science, 2015
Impaired motor development can significantly affect a child's life and may result in an increased risk of a range of physical and psychological disorders. Active video game (AVG) interventions have been demonstrated to enhance motor skills in children with Developmental Coordination Disorder (DCD); however a home-based intervention has not been assessed. The primary aim of this study was to compare the changes in motor coordination between a 16week period of AVG use, with 16weeks of normal activities (NAG). The secondary aim was to compare the child and parent perceptions of their physical performance between the AVG and NAG conditions. Twenty-one 9-12year olds (10 males) were confirmed to be at risk of DCD (⩽16th percentile Movement Assessment Battery for Children-2nd edition (MABC-2) and ⩽15th percentile Developmental Coordination Disorder Questionnaire (DCDQ)) and participated in this crossover randomised and controlled trial. Data was collected at study entry, after the firs...
Research in Developmental Disabilities, 2017
Background: Active video games (AVGs) have been identified as a novel strategy to improve motor skill and physical activity in clinical populations. A recent cross-over randomized trial found AVGs to be ineffective at improving motor skill and physical activity in the home-environment for children with or at-risk for developmental coordination disorder (DCD). Aims: The study purpose was to better understand why the intervention had been ineffective by examining the quantity and quality of AVG play during an AVG intervention for children with or at-risk for DCD. Methods and procedures: Participants (n = 21, ages 9-12) completed the 16 week AVG intervention. Detailed quantitative and qualitative data were systematically triangulated to obtain the quantity of exposure (AVG exposure over time, patterns of exposure) and quality of use (game selection, facilitators and barriers to play). Outcomes and results: The median AVG dose (range 30-35 min/day) remained relatively stable across the intervention and met the prescribed dose. Play quality was impacted by game selection, difficulty playing games, lack of time, illness, technical difficulties and boredom. Conclusions and implications: The ineffectiveness of a home-based AVG intervention may be due to quality of play. Strategies to improve the quality of game play may help realize the potential benefits of AVGs as a clinical tool for children with DCD.
Global Journal of Intellectual & Developmental Disabilities
Children with developmental coordination problems exhibit difficulties performing even seemingly simple motor tasks, discouraging them from engaging in age appropriate physical activities. It appears that playing active video games may have a positive impact on certain aspects of their motor performance and the willingness to be physically active. The purpose of the present pilot study was to examine if these positive effects can be evident in two children with Developmental Coordination Disorder (DCD) playing selected Xbox Kinect sports games. One eleven year old boy and a nine year old girl, diagnosed with DCD, were assessed using Movement Assessment Battery for Children (MABC2) and selected components of Bruininks Oseretsky Test (BOT2) at pre, mid, and post sessions, and two weeks after the program. Children engaged in Wake Racing, Climbing, Soccer, and Tennis games, in two 40-minute sessions per week, for 6 weeks. The parents and the children were also involved in an interview at the end of the study. The results from the formal assessment tools showed that both children improved in balance and ball skills subsections of the MABC2. However, the data from BOT2 failed to show the expected effects on running speed and agility, and in the strength domain. The interviews with children revealed that playing games was enjoyable and could potentially affect their willingness to take part in active play. This was confirmed by parents, who also were interested in implementing this protocol within the home setting. However, the degree to which the skills acquired/refined while playing active video games transfer to real-life tasks requires further investigation.
Games for health journal, 2017
Objective: We compare physical activity during bouts of sedentary videogaming (SVG), active videogaming (AVG), and paced walking in children with and without autism spectrum disorder (ASD) to determine the effectiveness of AVG in providing moderate-to-vigorous physical activity. Materials and Method: Participants included nine males (8-11 years old) with ASD and eight age-matched males who were typically developing. Both groups had anthropometric and motor proficiency (Movement Assessment Battery for Children II) measures taken before testing. Participants attended three randomly assigned acquisition sessions: 20 minutes of paced walking at 4.5 metabolic equivalents, AVG, and SVG. Videogaming occurred on an Xbox Ò Kinect. An Actical accelerometer provided activity counts (AC) and percentage of time in moderate-to-vigorous physical activity (%MVPA). These were compared using 3 • 2 repeated measures analysis of variance for each measure. Results: Main effects for conditions existed for %MVPA (P < 0.0001) and AC (P < 0.0001). Post hoc Bonferroni comparisons indicated that AVG had significantly higher AC (P < 0.001) and % MVPA (P < 0.001) than SVG, but was significantly lower than paced walking (AC P < 0.001; %MVPA P < 0.01). Overall, participants spent 76.25% of their time in MVPA during AVG compared to 99.4% during paced walking and 2.31% in SVG. No main effects for groups or group by condition interaction effects were found for either measure. Conclusions: AVG may provide an appealing means by which all individuals can increase their overall physical activity levels, although AVG should not be seen as a replacement for walking or other forms of PA. Although further research is necessary, the finding that both groups performed similarly in AVG suggests that games can potentially be played without modifications or adaptations to gaming units, which may provide several advantages in terms of social/cost/ease of accessing unit.
JMIR Research Protocols, 2017
Background: Individuals with disabilities are typically more sedentary and less fit compared to their peers without disabilities. Furthermore, engaging in physical activity can be extremely challenging due to physical impairments associated with disability and fewer opportunities to participate. One option for increasing physical activity is playing active video games (AVG), a category of video games that requires much more body movement for successful play than conventional pushbutton or joystick actions. However, many current AVGs are inaccessible or offer limited play options for individuals who are unable to stand, have balance issues, poor motor control, or cannot use their lower body to perform game activities. Making AVGs accessible to people with disabilities offers an innovative approach to overcoming various barriers to participation in physical activity. Objective: Our aim was to compare the effect of off-the-shelf and adapted game controllers on quality of game play, enjoyment, and energy expenditure during active video gaming in persons with physical disabilities, specifically those with mobility impairments (ie, unable to stand, balance issues, poor motor control, unable to use lower extremity for gameplay). The gaming controllers to be evaluated include off-the-shelf and adapted versions of the Wii Fit balance board and gaming mat. Methods: Participants (10-60 years old) came to the laboratory a total of three times. During the first visit, participants completed a functional assessment and became familiar with the equipment and games to be played. For the functional assessment, participants performed 18 functional movement tasks from the International Classification of Functioning, Disability, and Health. They also answered a series of questions from the Patient Reported Outcomes Measurement Information System and Quality of Life in Neurological Conditions measurement tools, to provide a personal perspective regarding their own functional ability. For Visit 2, metabolic data were collected during an initial 20-minute baseline, followed by 40 minutes of game play. The controller (balance board or gaming mat) played was randomly selected. A set of games was played for 10 minutes, followed by 5 minutes of rest, and then another set of games was played for 10 minutes, followed by rest. Quality of game play was observed and documented for each set. During rest, the participant completed questions regarding enjoyment. Following the same procedures, the participant then played the two sets of games using the other version (off-the-shelf or adapted) of the controller. The entire procedure was repeated during Visit 3 with the controller that was not played. Results: Enrollment began in February 2016 and ended in September 2016. Study results will be reported in late 2017. Conclusions: We hypothesized that the adapted versions of the Wii Fit balance board and gaming mat would produce greater quality of game play, enjoyment, and energy expenditure in persons with mobility impairments compared to off-the-shelf versions.
Greater Physiological Responses While Playing XBox Kinect Compared to Nintendo Wii
International Journal of Exercise Science, 2015
Increasing popularity of active video game use as a mode of physical activity prompted this investigation into the physiological differences to playing the Nintendo Wii TM and XBox Kinect TM. Differences in motion capture technology between these systems suggests that using one may result in different movement patterns, and therefore physiological responses, than the other. The purpose of this study was to compare the average (10 minute) and peak heart rate (HR, bpm), oxygen consumption (VO2 mL. kg-1. min-1), and energy expenditure (EE, kcal. kg-1. hr-1), while playing Boxing and Just Dance 2 (JD2) on the Wii TM and Kinect TM. Fifteen college students (7 female, 8 male) completed 10-minute game sessions for Wii TM and Kinect TM Boxing, and Wii TM and Kinect TM JD2, in random order. Comparisons for average and peak HR, VO2, and EE were made. Average and peak HR, VO2, and EE were greater (p<0.05) while playing Boxing on the Kinect TM when compared to Boxing on the Wii TM. Average and peak VO2 and EE were greater (p<0.05) while playing JD2 on the Kinect TM when compared to JD2 on the Wii TM. Peak VO2 surpassed the moderate exercise intensity threshold only while playing Kinect TM Boxing and Kinect TM JD2. Higher physiological responses were experienced when playing Boxing and JD2 on the Kinect TM versus the Wii TM. When using active video games as a form of physical activity, these findings demonstrate that the Kinect TM is a better choice than the Wii TM .
2014
Evans, J.P. Physical activity level comparisons of individuals with autism spectrum disorders while playing active video games. MS in Exercise and Sport Science-Physical Education Teaching, Adapted Physical Education Emphasis, August 2014, 76pp. (E. Felix) Many students with Autism Spectrnm Disorders (ASD) receive adapted or specially designed physical education. Active video games (A VGs) are tools adapted physical education (APE) teachers use to promote physical activity (PA) in students with disabilities. However, little research exists on what game consoles are effective. The purpose of this study was to compare XBOX Kinect and Nintendo Wii active video game (A VG) consoles to see if either console elicited more physical activity (PA). Participants (N=15) included 12-21 year old youth with ASD who were tested in a counter balanced order once on XBOX Kinect and once on Nintendo Wii while playing Boxing. Each testing session started with a collection of anthropometric measures. Tw...