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?
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 w...
| Main Authors: | , , , |
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| Format: | Journal Article |
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Pergamon Press
2016
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| Online Access: | http://hdl.handle.net/20.500.11937/10633 |
| _version_ | 1848747586973859840 |
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| author | Howie, Erin Campbell, Amity Abbott, R. Straker, Leon |
| author_facet | Howie, Erin Campbell, Amity Abbott, R. Straker, Leon |
| author_sort | Howie, Erin |
| building | Curtin Institutional Repository |
| collection | Online Access |
| description | 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. |
| first_indexed | 2025-11-14T06:51:31Z |
| format | Journal Article |
| id | curtin-20.500.11937-10633 |
| institution | Curtin University Malaysia |
| institution_category | Local University |
| last_indexed | 2025-11-14T06:51:31Z |
| publishDate | 2016 |
| publisher | Pergamon Press |
| recordtype | eprints |
| repository_type | Digital Repository |
| spelling | curtin-20.500.11937-106332017-09-13T14:53:52Z 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? Howie, Erin Campbell, Amity Abbott, R. Straker, Leon 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. 2016 Journal Article http://hdl.handle.net/20.500.11937/10633 10.1016/j.ridd.2016.10.013 Pergamon Press restricted |
| spellingShingle | Howie, Erin Campbell, Amity Abbott, R. Straker, Leon 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? |
| title | 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? |
| title_full | 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? |
| title_fullStr | 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? |
| title_full_unstemmed | 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? |
| title_short | 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? |
| title_sort | 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? |
| url | http://hdl.handle.net/20.500.11937/10633 |