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Effectiveness of active video game usage on body composition, physical activity level and motor proficiency in children with intellectual disability
Author(s) -
Lau Patrick WingChung,
Wang Geng,
Wang JingJing
Publication year - 2020
Publication title -
journal of applied research in intellectual disabilities
Language(s) - English
Resource type - Journals
SCImago Journal Rank - 1.056
H-Index - 63
eISSN - 1468-3148
pISSN - 1360-2322
DOI - 10.1111/jar.12774
Subject(s) - intellectual disability , intervention (counseling) , video game , psychological intervention , physical therapy , autism , psychology , motor skill , physical medicine and rehabilitation , medicine , developmental psychology , psychiatry , multimedia , computer science
Background Interventions with active video games (AVGs) can promote physical activity (PA) and health and are compatible with a school setting. The needs of children with intellectual disability (ID) in this area have been neglected. Methods A two‐arm trial was conducted among 203 students with intellectual disability. The intervention group was prescribed a 12‐week intervention with AVG. The control group continued with usual PA. Results Children's BOT‐2 short‐form score increased in both the intervention and control groups. However, the AVG intervention had no statistically significant effect on children's body composition, PA and motor proficiency overall, or in analyses of subgroups based on age, body weight and comorbid autism. Conclusion Active video game intervention had no marked effect on body composition, PA and motor proficiency in children with intellectual disability. The reasons for the lack of effectivity of the intervention are discussed; these may provide better guidelines for future AVG intervention in children with intellectual disability.