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?

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?
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DOI:
10.1016/j.ridd.2016.10.013
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发表时间:
2017-01-01
影响因子:
3.1
通讯作者:
Straker, Leon M.
Straker, Leon M.
中科院分区:
医学2区
文献类型:
--
作者:
Howie, Erin K.;Campbell, Amity C.;Straker, Leon M.

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背景:活跃视频游戏(avg)已被确定为一种改善临床人群运动技能和身体活动的新策略。最近的一项交叉随机试验发现,对于患有或有发展协调障碍(DCD)风险的儿童,avg在改善家庭环境中的运动技能和身体活动方面是无效的。目的:本研究的目的是通过检查对患有或有患DCD风险的儿童进行AVG干预期间AVG游戏的数量和质量来更好地理解干预无效的原因。方法和程序:参与者(n =21,年龄9-12岁)完成了16周的AVG干预。详细的定量和定性数据被系统地三角化,以获得暴露量(随时间的平均年龄暴露,暴露模式)和使用质量(游戏选择,促进因素和游戏障碍)。结果和结果:在整个干预过程中,AVG的中位剂量(范围30-35分钟/天)保持相对稳定,符合规定剂量。游戏质量受到游戏选择、游戏难度、缺乏时间、疾病、技术难度和无聊等因素的影响。结论和意义:家庭AVG干预的无效可能与游戏质量有关。提高游戏质量的策略可能有助于实现avg作为DCD儿童临床工具的潜在益处。(C) 2016 Elsevier Ltd.版权所有。
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. (C) 2016 Elsevier Ltd. All rights reserved.