Active Video Game Play in Children With Cerebral Palsy: Potential for Physical Activity Promotion and Rehabilitation Therapies

2012 ◽  
Vol 93 (8) ◽  
pp. 1448-1456 ◽  
Author(s):  
Jennifer Howcroft ◽  
Sue Klejman ◽  
Darcy Fehlings ◽  
Virginia Wright ◽  
Karl Zabjek ◽  
...  
10.2196/23069 ◽  
2020 ◽  
Author(s):  
Joshua Simmich ◽  
Allison Mandrusiak ◽  
Stuart Trevor Smith ◽  
Nicole Hartley ◽  
Trevor Glen Russell

2020 ◽  
Author(s):  
Joshua Simmich ◽  
Allison Mandrusiak ◽  
Stuart Trevor Smith ◽  
Nicole Hartley ◽  
Trevor Glen Russell

BACKGROUND People with chronic obstructive pulmonary disease (COPD) who are less active have lower quality of life, greater risk of exacerbations and greater mortality than those who are more active. The effectiveness of physical activity interventions may be facilitated the addition of game elements to improve engagement. The use of a co-design approach with people with COPD and clinicians as co-designers, may also improve the effectiveness of the intervention. OBJECTIVE The primary aim of this study was to evaluate the feasibility of a co-designed mobile game, by examining the usage of the game, subjective measures of game engagement and adherence to wearing activity trackers. The secondary aim of the study was to estimate the effect of the game on daily steps and daily moderate-to-vigorous physical activity (MVPA). METHODS Participants with COPD who were taking part in the co-design of the active video game (n=9) acted as the experiment group, spending 3 weeks testing the game they helped to develop. Daily steps and MVPA were compared to a control group (n=9) who did not co-design or test the game. RESULTS Most participants (8/9, 89%) engaged with the game after downloading it. Participants used the game to record physical activity on 58% of days the game was available. The highest scores on the Intrinsic Motivation Inventory (IMI) were seen for the Value/Usefulness subscale, with a mean of 6.38 (SD 0.6). Fitbit wear adherence was high, with participants in both groups recording steps on >80% of days. Usage of the game was positively correlated with change in daily steps, but not with MVPA. CONCLUSIONS The co-designed mobile application shows promise as an intervention and should be evaluated in a larger-scale trial in this population. CLINICALTRIAL


2017 ◽  
Author(s):  
Mohanraj Thirumalai ◽  
William B Kirkland ◽  
Samuel R Misko ◽  
Sangeetha Padalabalanarayanan ◽  
Laurie A Malone

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