Literature DB >> 27696899

Active Videogaming in Youth with Physical Disability: Gameplay and Enjoyment.

Laurie A Malone1, Jennifer L Rowland2,3, Rebecca Rogers4, Tapan Mehta1,5, Sangeetha Padalabalanarayanan1, Mohanraj Thirumalai1, James H Rimmer1.   

Abstract

OBJECTIVE: For active videogaming (AVG) to be a meaningful, health-enhancing physical activity option for youth with physical disability, factors related to game performance and enjoyment must be understood. The objective was to explore associations between quality of gameplay, controller usage, heart rate (HR), physical function, and enjoyment during AVG play in youth with physical disability.
METHODS: Participants (5 girls, 11 boys, mean age 13.8 ± 2.7 years) played four AVGs on three platforms (Nintendo® Wii™, Sony PlayStation3 Move, and Microsoft Xbox® Kinect), across three sessions. Participants' primary means of mobility were manual (n = 13) and power (n = 3) wheelchairs; majority were diagnosed with cerebral palsy or spina bifida. Functional level was assessed using 17 International Classification of Functioning, Disability and Health mobility items. Participants played each AVG for 8 minutes with a 5-minute rest. Quality of gameplay and ability to use controller were recorded on a five-point Likert scale. HR was recorded immediately following each game and participants completed the Physical Activity Enjoyment Scale (PACES). PACES scores were compared across games and correlations were examined among the variables.
RESULTS: PACES scores were significantly greater for Wii Punch-Out compared to Xbox Fitness, Sports Rivals, and Zumba, and for PS3 Sports Champions compared to Xbox Zumba. Higher HR was associated with higher quality of gameplay and a higher PACES score. As quality of gameplay increased, the PACES score increased.
CONCLUSION: Game performance and exercise intensity were positively correlated with AVG enjoyment in youth with physical disability, specifically mobility impairments. Further research is warranted to examine the capacity of AVG play to be an enjoyable health-enhancing activity for individuals with physical disability.

Entities:  

Year:  2016        PMID: 27696899     DOI: 10.1089/g4h.2015.0105

Source DB:  PubMed          Journal:  Games Health J        ISSN: 2161-783X


  3 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

3.  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

  3 in total

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