A comparison of the upper limb movement kinematics utilized by children playing virtual and real table tennis
Active virtual games (AVG) may facilitate gross motor skill development, depending on their fidelity. This study compared the movement patterns of nineteen 10–12 yr old children, while playing table tennis on three AVG consoles (Nintendo Wii, Xbox Kinect, Sony Move) and as a real world task. Wrist a...
| Main Authors: | , , , |
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| Format: | Journal Article |
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Elsevier BV; North Holland
2014
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| Online Access: | http://hdl.handle.net/20.500.11937/14067 |
| _version_ | 1848748521443819520 |
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| author | Bufton, Amy Campbell, Amity Howie, Erin Straker, Leon |
| author_facet | Bufton, Amy Campbell, Amity Howie, Erin Straker, Leon |
| author_sort | Bufton, Amy |
| building | Curtin Institutional Repository |
| collection | Online Access |
| description | Active virtual games (AVG) may facilitate gross motor skill development, depending on their fidelity. This study compared the movement patterns of nineteen 10–12 yr old children, while playing table tennis on three AVG consoles (Nintendo Wii, Xbox Kinect, Sony Move) and as a real world task. Wrist and elbow joint angles and hand path distance and speed were captured. Children playing real table tennis had significantly smaller (e.g. Wrist Angle Forehand Real-Kinect: Mean Difference (MD): -18.2°, 95% Confidence Interval (CI): -26.15 to -10.26) and slower (e.g. Average Speed Forehand Real-Kinect: MD: -1.98 m s-1, 95% CI: -2.35 to -1.61) movements than when using all three AVGs. Hand path distance was smaller in forehand and backhand strokes (e.g. Kinect-Wii: MD: 0.46 m, 95% CI: 0.13–0.79) during playing with Kinect than Move and Wii. The movement patterns when playing real and virtual table tennis were different and this may impede the development of real world gross motor skills. Several elements, including display, input and task characteristics, may have contributed to the differences in movement patterns observed. Understanding the interface components for AVGs may help development of higher fidelity games to potentially enhance the development of gross motor skill and thus participation in PA. |
| first_indexed | 2025-11-14T07:06:22Z |
| format | Journal Article |
| id | curtin-20.500.11937-14067 |
| institution | Curtin University Malaysia |
| institution_category | Local University |
| last_indexed | 2025-11-14T07:06:22Z |
| publishDate | 2014 |
| publisher | Elsevier BV; North Holland |
| recordtype | eprints |
| repository_type | Digital Repository |
| spelling | curtin-20.500.11937-140672019-02-19T04:26:13Z A comparison of the upper limb movement kinematics utilized by children playing virtual and real table tennis Bufton, Amy Campbell, Amity Howie, Erin Straker, Leon Fidelity Gross motor skill Virtual games Movement patterns Active virtual games (AVG) may facilitate gross motor skill development, depending on their fidelity. This study compared the movement patterns of nineteen 10–12 yr old children, while playing table tennis on three AVG consoles (Nintendo Wii, Xbox Kinect, Sony Move) and as a real world task. Wrist and elbow joint angles and hand path distance and speed were captured. Children playing real table tennis had significantly smaller (e.g. Wrist Angle Forehand Real-Kinect: Mean Difference (MD): -18.2°, 95% Confidence Interval (CI): -26.15 to -10.26) and slower (e.g. Average Speed Forehand Real-Kinect: MD: -1.98 m s-1, 95% CI: -2.35 to -1.61) movements than when using all three AVGs. Hand path distance was smaller in forehand and backhand strokes (e.g. Kinect-Wii: MD: 0.46 m, 95% CI: 0.13–0.79) during playing with Kinect than Move and Wii. The movement patterns when playing real and virtual table tennis were different and this may impede the development of real world gross motor skills. Several elements, including display, input and task characteristics, may have contributed to the differences in movement patterns observed. Understanding the interface components for AVGs may help development of higher fidelity games to potentially enhance the development of gross motor skill and thus participation in PA. 2014 Journal Article http://hdl.handle.net/20.500.11937/14067 10.1016/j.humov.2014.08.004 Elsevier BV; North Holland fulltext |
| spellingShingle | Fidelity Gross motor skill Virtual games Movement patterns Bufton, Amy Campbell, Amity Howie, Erin Straker, Leon A comparison of the upper limb movement kinematics utilized by children playing virtual and real table tennis |
| title | A comparison of the upper limb movement kinematics utilized by children playing virtual and real table tennis |
| title_full | A comparison of the upper limb movement kinematics utilized by children playing virtual and real table tennis |
| title_fullStr | A comparison of the upper limb movement kinematics utilized by children playing virtual and real table tennis |
| title_full_unstemmed | A comparison of the upper limb movement kinematics utilized by children playing virtual and real table tennis |
| title_short | A comparison of the upper limb movement kinematics utilized by children playing virtual and real table tennis |
| title_sort | comparison of the upper limb movement kinematics utilized by children playing virtual and real table tennis |
| topic | Fidelity Gross motor skill Virtual games Movement patterns |
| url | http://hdl.handle.net/20.500.11937/14067 |