Page Zoey E, Barrington Stephanie, Edwards Jacqueline, Barnett Lisa M
Deakin University, Geelong, Australia, School of Health and Social Development.
Deakin University, Geelong, Australia, Institute for Physical Activity and Nutrition (IPAN), School of Health and Social Development.
J Sci Med Sport. 2017 Dec;20(12):1087-1100. doi: 10.1016/j.jsams.2017.05.001. Epub 2017 May 18.
The use of interactive video gaming, known as 'exergames' or 'active video games (AVG)' may provide an opportunity for motor skill development. Youth with non-typical patterns of development may have deficits in gross motor skill capacities and are therefore an intervention target. The aim was to determine the effectiveness of AVG use on motor skill development in non-typically developing children and adolescents.
Review article.
The PRISMA protocol was used to conduct a systematic review of EBSCOhost, Embase, Gale Cengage, Informit, Ovid, ProQuest, PubMed, Scopus and Web of Science databases. A total of 19 articles met inclusion criteria (non-typically developing participants such as those with a learning or developmental delay aged 3-18, use of an AVG console, assessed one or more gross motor skills). Studies were excluded if gross motor skill outcomes encompassed fine motor skills or reflected mobility related to daily living.
Interventions included children and adolescents with eight different conditions. The Nintendo Wii was the most utilised gaming platform (14/19 studies). Studies examined a combination of skills, with most examining balance (15/19), five studies examining ball skills, and other gross motor skills such as coordination (3 studies), running (3 studies) and jumping (3 studies). There was strong evidence that AVG's improved balance. AVG's also appeared to benefit participants with Cerebral Palsy.
AVG's could be a valuable tool to improve gross motor skills of non-typically developing children. There is scope for further exploration, particularly of ball, coordination and locomotor skills and varying platforms to draw more conclusive evaluations.
使用交互式视频游戏,即“健身游戏”或“主动视频游戏(AVG)”,可能为运动技能发展提供机会。发育模式非典型的青少年可能在大运动技能方面存在缺陷,因此是干预的目标群体。本研究旨在确定使用AVG对非典型发育儿童和青少年运动技能发展的有效性。
综述文章。
采用PRISMA协议对EBSCOhost、Embase、Gale Cengage、Informit、Ovid、ProQuest、PubMed、Scopus和Web of Science数据库进行系统综述。共有19篇文章符合纳入标准(非典型发育参与者,如3至18岁有学习或发育迟缓的儿童,使用AVG游戏机,评估一项或多项大运动技能)。如果大运动技能结果包括精细运动技能或反映与日常生活相关的活动能力,则排除相关研究。
干预对象包括患有八种不同疾病的儿童和青少年。任天堂Wii是使用最多的游戏平台(14/19项研究)。研究考察了多种技能的组合,其中大多数研究了平衡能力(15/19),五项研究考察了球类技能,以及其他大运动技能,如协调性(3项研究)、跑步(3项研究)和跳跃(3项研究)。有强有力的证据表明AVG改善了平衡能力。AVG似乎也使脑瘫患者受益。
AVG可能是提高非典型发育儿童大运动技能的宝贵工具。仍有进一步探索的空间,特别是对于球类、协调性和运动技能以及不同平台的研究,以得出更具结论性的评价。