Show simple item record

dc.contributor.authorHowie, Erin
dc.contributor.authorCampbell, Amity
dc.contributor.authorAbbott, R.
dc.contributor.authorStraker, Leon
dc.date.accessioned2017-01-30T11:19:59Z
dc.date.available2017-01-30T11:19:59Z
dc.date.created2016-12-08T19:30:24Z
dc.date.issued2016
dc.identifier.citationHowie, 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.
dc.identifier.urihttp://hdl.handle.net/20.500.11937/10633
dc.identifier.doi10.1016/j.ridd.2016.10.013
dc.description.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.

dc.publisherPergamon Press
dc.titleUnderstanding 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?
dc.typeJournal Article
dcterms.source.volume60
dcterms.source.startPage1
dcterms.source.endPage12
dcterms.source.titleResearch in Developmental Disabilities
curtin.departmentSchool of Physiotherapy and Exercise Science
curtin.accessStatusFulltext not available


Files in this item

FilesSizeFormatView

There are no files associated with this item.

This item appears in the following Collection(s)

Show simple item record