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    Understanding why an active video game intervention did not improve motor skill and physical activity in children with developmental coordination disorder: A quantity or quality issue?

    Access Status
    Fulltext not available
    Authors
    Howie, Erin
    Campbell, Amity
    Abbott, R.
    Straker, Leon
    Date
    2016
    Type
    Journal Article
    
    Metadata
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    Citation
    Howie, E. and Campbell, A. and Abbott, R. and Straker, L. 2016. Understanding why an active video game intervention did not improve motor skill and physical activity in children with developmental coordination disorder: A quantity or quality issue? Research in Developmental Disabilities. 60: pp. 1-12.
    Source Title
    Research in Developmental Disabilities
    DOI
    10.1016/j.ridd.2016.10.013
    School
    School of Physiotherapy and Exercise Science
    URI
    http://hdl.handle.net/20.500.11937/10633
    Collection
    • Curtin Research Publications
    Abstract

    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 30-35min/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.

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