Literature DB >> 17590313

Virtual reality as a leisure activity for young adults with physical and intellectual disabilities.

Shira Yalon-Chamovitz1, Patrice L Tamar Weiss.   

Abstract

Participation in leisure activities is a fundamental human right and an important factor of quality of life. Adults with intellectual disabilities (ID) and physical disabilities often experience limited opportunities to participate in leisure activities, virtual reality (VR) technologies may serve to broaden their repertoire of accessible leisure activities. Although the use of VR in rehabilitation has grown over the past decade, few applications have been reported for people with ID. Thirty-three men and women with moderate ID and severe cerebral palsy participated in the study. Each participant in the experimental group (n=17) took part in VR activity two to three times weekly for 12 weeks. Virtual games were provided via GestureTek's Gesture Xtreme video capture VR system. The VR-based activities were perceived by the participants to be enjoyable and successful. Moreover, participants demonstrated clear preferences, initiation and learning. They performed consistently and maintained a high level of interest throughout the intervention period. VR appears to provide varied and motivating opportunities for leisure activities among young adults with intellectual and physical disabilities. Its ease of use and adaptability make it a feasible option for this population.

Entities:  

Mesh:

Year:  2007        PMID: 17590313     DOI: 10.1016/j.ridd.2007.05.004

Source DB:  PubMed          Journal:  Res Dev Disabil        ISSN: 0891-4222


  13 in total

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3.  Moderating effect of social interaction on enjoyment and perception of physical activity in young adults with autism spectrum disorders.

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4.  Using virtual reality to provide health care information to people with intellectual disabilities: acceptability, usability, and potential utility.

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6.  Protocol study for a randomised, controlled, double-blind, clinical trial involving virtual reality and anodal transcranial direct current stimulation for the improvement of upper limb motor function in children with Down syndrome.

Authors:  Jamile Benite Palma Lopes; Luanda André Collange Grecco; Renata Calhes Franco de Moura; Roberta Delasta Lazzari; Natalia de Almeida Carvalho Duarte; Isabela Miziara; Gileno Edu Lameira de Melo; Arislander Jonathan Lopes Dumont; Manuela Galli; Claudia Santos Oliveira
Journal:  BMJ Open       Date:  2017-08-11       Impact factor: 2.692

7.  Gross motor function and health fitness in adults with autistic spectrum disorder and intellectual disability: single-blind retrospective trial.

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Review 8.  Games Used With Serious Purposes: A Systematic Review of Interventions in Patients With Cerebral Palsy.

Authors:  Sílvia Lopes; Paula Magalhães; Armanda Pereira; Juliana Martins; Carla Magalhães; Elisa Chaleta; Pedro Rosário
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9.  Wii, Kinect, and Move. Heart Rate, Oxygen Consumption, Energy Expenditure, and Ventilation due to Different Physically Active Video Game Systems in College Students.

Authors:  Krista S Scheer; Sarah M Siebrant; Gregory A Brown; Brandon S Shaw; Ina Shaw
Journal:  Int J Exerc Sci       Date:  2014-01-01

10.  Educational exercise program affects to physical fitness and gross motor function differently in the severity of autism spectrum disorder.

Authors:  Jieun Yu; Yong-Seok Jee
Journal:  J Exerc Rehabil       Date:  2020-10-27
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