Literature DB >> 26316530

Perspectives on Active Video Gaming as a New Frontier in Accessible Physical Activity for Youth With Physical Disabilities.

Jennifer L Rowland1, Laurie A Malone2, Cali M Fidopiastis3, Sangeetha Padalabalanarayanan4, Mohanraj Thirumalai5, James H Rimmer6.   

Abstract

This perspective article explores the utility of active video gaming as a means of reducing sedentary behavior and increasing physical activity among youth with physical disabilities and limitations in lower extremity function who typically are excluded from mainstream exercise options. Youth with physical disabilities are disproportionately affected by health problems that result from sedentary behavior, lack of physical activity, and low fitness levels. Physical, programmatic, and attitudinal barriers have a synergistic and compounded impact on youths' ability to participate in physical activity. A recent health and wellness task force recommendation from the American Physical Therapy Association's Section on Pediatrics supports analyzing individualized health behaviors and preferences that are designed to improve fitness, physical activity, and participation in pediatric rehabilitation. This recommendation represents an opportunity to explore nontraditional options to maximize effectiveness and sustainability of pediatric rehabilitation techniques for youth with disabilities who could best benefit from customized programming. One new frontier in promoting physical activity and addressing common physical activity barriers for youth with physical disabilities is active video games (AVGs), which have received growing attention as a promising strategy for promoting health and fitness in children with and without disabilities. The purpose of this article is to discuss the potential for AVGs as an accessible option to increase physical activity participation for youth with physical disabilities and limitations in lower extremity function. A conceptual model on the use of AVGs to increase physical activity participation for youth with physical disabilities is introduced, and future research potential is discussed, including a development project for game controller adaptations within the Rehabilitation Engineering Research Center on Interactive Exercise Technologies and Exercise Physiology for People With Disabilities (RERC RecTech) at the University of Alabama at Birmingham (UAB)/Lakeshore Foundation Research Collaborative.
© 2016 American Physical Therapy Association.

Entities:  

Mesh:

Year:  2015        PMID: 26316530      PMCID: PMC4817210          DOI: 10.2522/ptj.20140258

Source DB:  PubMed          Journal:  Phys Ther        ISSN: 0031-9023


  63 in total

1.  Identification of facilitators and barriers to physical activity in children and adolescents with cerebral palsy.

Authors:  Olaf Verschuren; Lesley Wiart; Dominique Hermans; Marjolijn Ketelaar
Journal:  J Pediatr       Date:  2012-04-10       Impact factor: 4.406

2.  A low-cost video game applied for training of upper extremity function in children with cerebral palsy: a pilot study.

Authors:  Michiel J A Jannink; Gelske J van der Wilden; Dorine W Navis; Gerben Visser; Jeanine Gussinklo; Maarten Ijzerman
Journal:  Cyberpsychol Behav       Date:  2008-02

3.  The contribution of upper limb and total body movement to adolescents' energy expenditure whilst playing Nintendo Wii.

Authors:  Lee E F Graves; Nicola D Ridgers; Gareth Stratton
Journal:  Eur J Appl Physiol       Date:  2008-07-08       Impact factor: 3.078

4.  The implementation of a fitness program for children with disabilities: a clinical case report.

Authors:  Joe Schreiber; Greg Marchetti; Theresa Crytzer
Journal:  Pediatr Phys Ther       Date:  2004       Impact factor: 3.049

5.  Prevalence of overweight in children with developmental disorders in the continuous national health and nutrition examination survey (NHANES) 1999-2002.

Authors:  Linda G Bandini; Carol Curtin; Charles Hamad; David J Tybor; Aviva Must
Journal:  J Pediatr       Date:  2005-06       Impact factor: 4.406

6.  Will Nintendo "Wii Fit" Get You Fit? An Evaluation of the Energy Expenditure from Active-Play Videogames.

Authors:  Ying Xian; Lisa Kakinami; Eric D Peterson; Karen M Mustian; I Diana Fernandez
Journal:  Games Health J       Date:  2014-03-12

7.  Exercise intensity levels in children with cerebral palsy while playing with an active video game console.

Authors:  Maxime Robert; Laurent Ballaz; Raphael Hart; Martin Lemay
Journal:  Phys Ther       Date:  2013-04-11

8.  Youth risk behavior surveillance--United States, 2001.

Authors:  Jo Anne Grunbaum; Laura Kann; Steven A Kinchen; Barbara Williams; James G Ross; Richard Lowry; Lloyd Kolbe
Journal:  MMWR Surveill Summ       Date:  2002-06-28

Review 9.  Determinants of participation in leisure activities in children and youth with cerebral palsy: systematic review.

Authors:  Keiko Shikako-Thomas; Annette Majnemer; Mary Law; Lucyna Lach
Journal:  Phys Occup Ther Pediatr       Date:  2008-05       Impact factor: 2.360

Review 10.  Systematic review of the relationship between habitual physical activity and motor capacity in children with cerebral palsy.

Authors:  Piyapa Keawutan; Kristie Bell; Peter S W Davies; Roslyn N Boyd
Journal:  Res Dev Disabil       Date:  2014-03-30
View more
  7 in total

1.  Assessment of Active Video Gaming Using Adapted Controllers by Individuals With Physical Disabilities: A Protocol.

Authors:  Laurie A Malone; Sangeetha Padalabalanarayanan; Justin McCroskey; Mohanraj Thirumalai
Journal:  JMIR Res Protoc       Date:  2017-06-16

2.  Adapting the Wii Fit Balance Board to Enable Active Video Game Play by Wheelchair Users: User-Centered Design and Usability Evaluation.

Authors:  Mohanraj Thirumalai; William B Kirkland; Samuel R Misko; Sangeetha Padalabalanarayanan; Laurie A Malone
Journal:  JMIR Rehabil Assist Technol       Date:  2018-03-06

Review 3.  Digital technologies for social inclusion of individuals with disabilities.

Authors:  Mirfa Manzoor; Vivian Vimarlund
Journal:  Health Technol (Berl)       Date:  2018-06-24

4.  Feasibility of a Commercially Available Virtual Reality System to Achieve Exercise Guidelines in Youth With Spina Bifida: Mixed Methods Case Study.

Authors:  Byron Lai; Drew Davis; Mai Narasaki-Jara; Betsy Hopson; Danielle Powell; Marissa Gowey; Brandon G Rocque; James H Rimmer
Journal:  JMIR Serious Games       Date:  2020-09-03       Impact factor: 4.143

5.  Use of Frame Running for Adolescent Athletes With Movement Challenges: Study of Feasibility to Support Health and Participation.

Authors:  Theresa Sukal-Moulton; Tara Egan; Larke Johnson; Crystal Lein; Deborah Gaebler-Spira
Journal:  Front Sports Act Living       Date:  2022-03-09

6.  Computer Assisted REhabilitation (CARE) Lab: A novel approach towards Pediatric Rehabilitation 2.0.

Authors:  Ivana Olivieri; Paolo Meriggi; Cristina Fedeli; Elena Brazzoli; Anna Castagna; Marina Luisa Rodocanachi Roidi; Lucia Angelini
Journal:  J Pediatr Rehabil Med       Date:  2018

7.  Energy Expenditure and Enjoyment During Active Video Gaming Using an Adapted Wii Fit Balance Board in Adults with Physical Disabilities: Observational Study.

Authors:  Laurie A Malone; Mohanraj Thirumalai; Sangeetha Padalabalanarayanan; Whitney N Neal; Sean Bowman; Tapan Mehta
Journal:  JMIR Serious Games       Date:  2019-02-01       Impact factor: 4.143

  7 in total

北京卡尤迪生物科技股份有限公司 © 2022-2023.