Literature DB >> 20724014

Exploring children's movement characteristics during virtual reality video game play.

Danielle Levac1, Michael R Pierrynowski, Melissa Canestraro, Lindsay Gurr, Laurean Leonard, Christyann Neeley.   

Abstract

There is increasing interest in the use of commercially-available virtual reality video gaming systems within pediatric rehabilitation, yet little is known about the movement characteristics of game play. This study describes quantity and quality of movement during Nintendo Wii and Wii Fit game play, explores differences in these movement characteristics between games and between novice and experienced players, and investigates whether motivation to succeed at the game impacts movement characteristics. Thirty-eight children (aged 7-12) with and without previous game experience played Wii (boxing and tennis) and Wii Fit (ski slalom and soccer heading) games. Force plate data provided center of pressure displacement (quantity) and processed pelvis motion indicated smoothness of pelvic movement (quality). Children rated their motivation to succeed at each game. Movement quantity and quality differed between games (p<.001). Children with previous experience playing Wii Fit games demonstrated greater movement quantity during Wii Fit game play (p<.001); quality of movement did not differ between groups. Motivation to succeed did not influence the relationship between experience and outcomes. Findings enhance clinical understanding of this technology and inform the development of research questions to explore its potential to improve movement skills in children with motor impairments.
Copyright © 2010 Elsevier B.V. All rights reserved.

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Year:  2010        PMID: 20724014     DOI: 10.1016/j.humov.2010.06.006

Source DB:  PubMed          Journal:  Hum Mov Sci        ISSN: 0167-9457            Impact factor:   2.161


  7 in total

1.  Feasibility of Computer-Based Videogame Therapy for Children with Cerebral Palsy.

Authors:  Sandra Radtka; Robert Hone; Charles Brown; Judy Mastick; Marsha E Melnick; Glenna A Dowling
Journal:  Games Health J       Date:  2013-08

2.  Effects of Wii balance board exercises on balance after posterior cruciate ligament reconstruction.

Authors:  Urška Puh; Nia Majcen; Sonja Hlebš; Darja Rugelj
Journal:  Knee Surg Sports Traumatol Arthrosc       Date:  2013-04-25       Impact factor: 4.342

3.  Autistic Children Use Less Efficient Goal-Directed Whole Body Movements Compared to Neurotypical Development.

Authors:  Nicholas E Fears; Tylan N Templin; Gabriela M Sherrod; Nicoleta L Bugnariu; Rita M Patterson; Haylie L Miller
Journal:  J Autism Dev Disord       Date:  2022-04-20

4.  Upper limb muscle activation during sports video gaming of persons with spinal cord injury.

Authors:  Jeffrey P Jaramillo; M Elise Johanson; B Jenny Kiratli
Journal:  J Spinal Cord Med       Date:  2018-04-04       Impact factor: 1.985

5.  Exergaming in Older Adults: Movement Characteristics While Playing Stepping Games.

Authors:  Nina Skjæret-Maroni; Elise K Vonstad; Espen A F Ihlen; Xiang-Chun Tan; Jorunn L Helbostad; Beatrix Vereijken
Journal:  Front Psychol       Date:  2016-06-24

6.  Development of a Kinect Software Tool to Classify Movements during Active Video Gaming.

Authors:  Michael Rosenberg; Ashleigh L Thornton; Brendan S Lay; Brodie Ward; David Nathan; Daniel Hunt; Rebecca Braham
Journal:  PLoS One       Date:  2016-07-21       Impact factor: 3.240

7.  The contribution of Nintendo Wii Fit series in the field of health: a systematic review and meta-analysis.

Authors:  Julien Tripette; Haruka Murakami; Katie Rose Ryan; Yuji Ohta; Motohiko Miyachi
Journal:  PeerJ       Date:  2017-09-05       Impact factor: 2.984

  7 in total

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