1
|
Alharbi M, Du H, Harris D, Wood G, Dodd H, Buckingham G. Evaluating the impact of virtual reality game training on upper limb motor performance in children and adolescents with developmental coordination disorder: a scoping review using the ICF framework. J Neuroeng Rehabil 2024; 21:95. [PMID: 38840217 PMCID: PMC11151681 DOI: 10.1186/s12984-024-01393-y] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 02/08/2024] [Accepted: 05/30/2024] [Indexed: 06/07/2024] Open
Abstract
OBJECTIVE This scoping review aims to explore published literature testing Virtual Reality (VR) interventions for improving upper limb motor performance in children and adolescents with Developmental Coordination Disorder (DCD). Our primary focus was on the types of VR systems used and the measurement tools employed within the International Classification of Functioning, Disability and Health Children and Youth Version (ICF-CY) domains in these studies. METHODS A comprehensive search of six electronic databases up to 11th January 2024 was conducted using predefined terms. Inclusion and exclusion criteria were applied to determine study eligibility, with two authors independently assessing titles, abstracts, and full-text articles. RESULTS Out of 788 potential studies, 14 met the eligibility criteria. Studies predominantly utilized non-immersive VR (nVR) systems, for example, commercial platforms such as Nintendo Wii. Most interventions targeted general motor coordination or balance, with only four studies specifically focusing on upper limb motor performance. The Movement Assessment Battery for Children-2 was the predominant assessment tool. However, the use of game scores and trial durations raised concerns about the accuracy of assessments. The majority of studies reported no significant improvement in upper limb motor performance following VR interventions, though some noted improvements in specific tasks or overall outcomes. CONCLUSION The findings suggest that, while nVR interventions are being explored for paediatric motor rehabilitation, their impact on enhancing upper limb motor performance in children with DCD is unclear. The variability in intervention designs, outcome measures, and the predominant focus on general motor skills rather than specific upper limb improvements highlight the need for more targeted research in this area. IMPACT This review underscores the importance of developing precise and clinically relevant measurement tools in a broader range of VR technologies to optimize the use of VR in therapy for children with DCD. Future research should aim for more rigorous study designs and emerging immersive technologies to maximize therapeutic benefits.
Collapse
Affiliation(s)
- Mohammed Alharbi
- Department of Public Health and Sport and Sciences, University of Exeter, Exeter, UK.
- Department of Physical Therapy, Faculty of Applied Medical Sciences, University of Hail, Hail, Kingdom of Saudi Arabia.
| | - Haoyang Du
- Department of Public Health and Sport and Sciences, University of Exeter, Exeter, UK
| | - David Harris
- Department of Public Health and Sport and Sciences, University of Exeter, Exeter, UK
| | - Greg Wood
- Department of Sport and Exercise Sciences, Manchester Metropolitan University, Manchester, UK
| | - Helen Dodd
- Department of Public Health and Sport and Sciences, University of Exeter, Exeter, UK
| | - Gavin Buckingham
- Department of Public Health and Sport and Sciences, University of Exeter, Exeter, UK
| |
Collapse
|
2
|
Draghi TTG, Smits-Engelsman B, Godoi-Jacomassi D, Cavalcante Neto JL, Jelsma D, Tudella E. Short- and Long-Term Changes in Balance After Active Video Game Training in Children With and Without Developmental Coordination Disorder: A Randomized Controlled Trial. Motor Control 2024:1-19. [PMID: 38290498 DOI: 10.1123/mc.2023-0070] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 07/11/2023] [Revised: 11/29/2023] [Accepted: 12/12/2023] [Indexed: 02/01/2024]
Abstract
Active video games (AVG) have been used as training tools and are known to ameliorate balance performance in children with Developmental Coordination Disorder (DCD). Our aim was to evaluate balance using clinical tests and by measuring body sway using a force plate with a mixed design of vision (eyes open/eyes closed), surface (rigid/soft), and support (stance/semitandem) before, and after, training and 4 months later (follow-up). Thirty-six DCD children and 40 typically developing children participated in the study, of which 50 children (26 DCD; 24 typically developing) were retested after 4 months. Balance improved on the clinical measures after the training, which was independent of type of AVG (Wii-Fit and Xbox Kinect) used, and this effect was still present after 4 months. The AVG training did not influence general sway behavior, but only sway in the eyes-open condition, corresponding with task demands of the training and indicating a training-specific effect. Overall, DCD children and typically developing children responded comparably to the AVG training, thereby maintaining the gap in performance between the two groups. The changes in postural sway are interpreted as a sign of more confidence and less freezing of the joints, enabling greater flexibility of movements and balance strategies as supported by the improved performance on balance tests in the DCD children. This is the first study that showed long-term effects of AVG training on balance performance. However, these follow-up results should be interpreted with caution given that 35% of the children were lost in follow-up.
Collapse
Affiliation(s)
- Tatiane Targino Gomes Draghi
- Núcleo de Estudos em Neuropediatria e Motricidade-NENEM, Department of Physical Therapy, Federal University of São Carlos, São Carlos, SP, Brazil
| | - Bouwien Smits-Engelsman
- Department of Health & Rehabilitation Sciences, Faculty of Health Sciences, Division of Physiotherapy, University of Cape Town, Cape Town, South Africa
- Physical Activity, Sport and Recreation, Faculty Health Sciences, North-West University, Potchefstroom, South Africa
| | - Daniela Godoi-Jacomassi
- Motor Behavior Laboratory, Department of Physical Education, Federal University of São Carlos, São Carlos, SP, Brazil
| | | | - Dorothee Jelsma
- Clinical and Developmental Neuropsychology, University of Groningen, Groningen, The Netherlands
| | - Eloisa Tudella
- Núcleo de Estudos em Neuropediatria e Motricidade-NENEM, Department of Physical Therapy, Federal University of São Carlos, São Carlos, SP, Brazil
| |
Collapse
|
3
|
Vié C, Govindin-Ramassamy K, Thellier D, Labrosse D, Montagni I. Effectiveness of digital games promoting young people's mental health: A review of reviews. Digit Health 2024; 10:20552076231220814. [PMID: 38323239 PMCID: PMC10845979 DOI: 10.1177/20552076231220814] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 05/20/2023] [Accepted: 11/28/2023] [Indexed: 02/08/2024] Open
Abstract
Objectives Digital games are a popular form of entertainment for youth. They are often used as a therapy for psychological problems, a mental health promotion intervention, and a preventative measure. Systematic reviews and meta-analyses have been conducted to assess the effectiveness of mental health-related digital games. However, a synthesis considering all evaluation results to inform their development is missing. Methods We performed a review of reviews to synthetize results of previous research to describe the impact of digital games on the mental health of young people aged <30 years old. We considered systematic reviews and meta-analyses published between 2012 and 2022. Searches were conducted in Scopus, Google Scholar, Pubmed, and Cochrane library systematic reviews (CENTRAL) during October 2023. Results Our final selection included 10 systematic reviews and meta-analyses on interventions targeting youth of both sexes aged 2-29 years old across the world. In total, 218 interventions were identified. Selected articles reported different types of games, e.g., active and non-active video games, virtual reality games, serious games. Not all digital games were conscientiously evaluated, but, in general, their impact on mental health was positive. Regarding the quality, 5 studies were of high quality, 3 of moderate quality and 2 of low quality. Conclusions Overall, elements of gamification were well-accepted, but they lacked assessment through rigorous experimental conditions. Digital games for mental health are promising, but in order to be consistently effective in promoting young people's mental health and prevent psychological diseases, they should present specific features.
Collapse
Affiliation(s)
- Clara Vié
- Bordeaux Population Health Research Center, University of Bordeaux, Inserm, Bordeaux, France
| | | | | | | | - Ilaria Montagni
- Bordeaux Population Health Research Center, University of Bordeaux, Inserm, Bordeaux, France
| |
Collapse
|
4
|
Chuadthong J, Lekskulchai R, Hiller C, Ajjimaporn A. A Home-Based Exercise Program With Active Video Games for Balance, Motor Proficiency, Foot and Ankle Ability, and Intrinsic Motivation in Children With Chronic Ankle Instability: Feasibility Randomized Controlled Trial. JMIR Serious Games 2023; 11:e51073. [PMID: 38235982 PMCID: PMC10811453 DOI: 10.2196/51073] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 07/20/2023] [Revised: 10/26/2023] [Accepted: 10/27/2023] [Indexed: 01/19/2024] Open
Abstract
Background Children with chronic ankle instability (CAI) frequently experience ankle unsteadiness, causing trips, falls, and ankle sprain injuries resulting in poor quality of life. A specific exercise program focused on physical and psychological purposes in children with CAI is needed. Objective The purpose of this study was to investigate the feasibility of a 4-week home-based exercise training program using active video games (AVGs) for balance, motor proficiency, foot and ankle ability, and intrinsic motivation in children with CAI. Methods Sixty children with CAI (mean age 10, SD 2 years) were randomly assigned to an experimental group (AVG group; n=30) or a control group (CG; n=30). The AVG group played 2 selected video games, Catching Fish and Russian Block, while the CG received the traditional exercise program for CAI. Both programs were scheduled for 30 minutes per day, 3 times per week, for 4 weeks at home. The single-leg stance test was used to assess static balance. The walking forward on a line and standing long jump tests were used to assess motor proficiency. The Foot and Ankle Ability Measure (FAAM) and the Intrinsic Motivation Inventory questionnaire were used to assess foot and ankle ability and intrinsic motivation, respectively. Assessments were conducted at baseline and after 4 weeks. Results In the AVG group, the single-leg stand test (eyes open; on floor and on foam conditions), the FAAM (activities of daily living subscale), and intrinsic motivation (interest/enjoyment, pressure/tension, and value/usefulness dimensions) were improved compared with the CG (all P<.05). Motor proficiency did not differ between the 2 groups at the end of the 4-week program (P=.31 for the walking forward on a line, P=.34 for the standing long jump test). Conclusions A 4-week home-based exercise training program using AVGs can be beneficial and may be an effective approach for improving balance, foot and ankle ability, and enhancing positive motivation by increasing the interest/enjoyment and value/usefulness dimensions and lowering the pressure/tension dimension in children with CAI that require long-term rehabilitation sessions.
Collapse
Affiliation(s)
- Janya Chuadthong
- Faculty of Physical Therapy, Mahidol University, Nakon Pathom, Thailand
| | | | - Claire Hiller
- Faculty of Medicine and Health, The University of Sydney, SydneyNew South Wales, Australia
| | - Amornpan Ajjimaporn
- College of Sports Science and Technology, Mahidol University, Salaya, Nakon Pathom, Thailand
| |
Collapse
|
5
|
Demers I, Corriveau G, Morneau-Vaillancourt G, Lamontagne ME, Camden C, Moffet H, Maltais DB. A Clinical Practice Guide to Enhance Physical Activity Participation for Children with Developmental Coordination Disorder in Canada. Physiother Can 2023; 75:293-307. [PMID: 37736410 PMCID: PMC10510533 DOI: 10.3138/ptc-2021-0071] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 07/13/2021] [Revised: 11/16/2021] [Accepted: 12/06/2021] [Indexed: 09/23/2023]
Abstract
Purpose This clinical practice guide (CPG) aims to provide evidence-based recommendations for promoting and enhancing the participation and integration of children with developmental coordination disorder (DCD) into physical activities that take place in the home, school, community, or rehabilitation clinic contexts. Methods A panel of key stakeholders relevant to these contexts (parents, instructors, rehabilitation professionals) developed evidence-based recommendations using a consensus methodology after reviewing results from a recent systematic review of relevant literature. The quality of the evidence on which the recommendations were based was evaluated (2011 Oxford Centre for Evidence-Based Medicine Levels of Evidence scale) as was the strength of the final CPG recommendations (American Society of Plastic Surgeons Grade Recommendation Scale). Results Recommendations (n = 50; 36% supported by robust, empirically derived evidence) for the different stakeholder groups fell into three categories: 1) Choose an appropriate activity for your child, 2) Harmonize the activity with the child's interests and abilities, and 3) Help the child learn new movements prior to the activity. Conclusions This comprehensive CPG provides concrete recommendations, based on the currently available evidence, that can be used by stakeholders to address the physical activity participation and integration needs of children with DCD in a variety of contexts.
Collapse
Affiliation(s)
- Isabelle Demers
- From the:
Center for Interdisciplinary Research in Rehabilitation and Social Integration (CIRRIS), CIUSSS de la Capitale Nationale, Québec, Québec, Canada
- Faculty of Medicine, Université Laval, Québec, Québec, Canada
| | - Geneviève Corriveau
- Medicine and Health Sciences Faculty, Université de Sherbrooke, Sherbrooke, Québec, Canada
| | | | - Marie-Eve Lamontagne
- From the:
Center for Interdisciplinary Research in Rehabilitation and Social Integration (CIRRIS), CIUSSS de la Capitale Nationale, Québec, Québec, Canada
- Faculty of Medicine, Université Laval, Québec, Québec, Canada
| | - Chantal Camden
- Medicine and Health Sciences Faculty, Université de Sherbrooke, Sherbrooke, Québec, Canada
| | - Hélène Moffet
- From the:
Center for Interdisciplinary Research in Rehabilitation and Social Integration (CIRRIS), CIUSSS de la Capitale Nationale, Québec, Québec, Canada
- Faculty of Medicine, Université Laval, Québec, Québec, Canada
| | - Désirée B. Maltais
- From the:
Center for Interdisciplinary Research in Rehabilitation and Social Integration (CIRRIS), CIUSSS de la Capitale Nationale, Québec, Québec, Canada
- Faculty of Medicine, Université Laval, Québec, Québec, Canada
| |
Collapse
|
6
|
Smits-Engelsman BC, Bonney E, Jelsma D. Task-specificity and transfer of skills in school-aged children with and without developmental coordination disorder. RESEARCH IN DEVELOPMENTAL DISABILITIES 2023; 133:104399. [PMID: 36565517 DOI: 10.1016/j.ridd.2022.104399] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Received: 03/15/2022] [Revised: 11/09/2022] [Accepted: 12/15/2022] [Indexed: 06/17/2023]
Abstract
AIM To compare the effects of two Active Video Game (AVG) protocols on transfer of learning in children with and without Developmental Coordination Disorder (DCD). METHODS Fifty children, aged 6-10 years were randomly allocated to either group A or B. Children in group A participated in a set of Nintendo Wii ball games whereas group B played agility games (8 DCD and 17 typically developing children (TD) per group). Participants in each group practiced Wii games for 20 min twice a week for 10 weeks. All children also practiced ball and agility games in real-world settings, once per week. RESULTS Both protocols yielded positive effects with the largest effect sizes shown on agility and balance items of the PERF-FIT and KTK tests. No interaction was found on learning real-world games and the virtual protocol, except for a Ping-Pong game. A significant interaction of time by protocol group indicated that the Ball group improved more on BOT-2-Upper-Limb Coordination than the Agility group. Importantly, children with DCD improved comparably with TD peers in virtual and real-world games. CONCLUSION Independent of training protocol, both children with DCD and TD children performed better on trained and non-trained ball, balance and agility tasks after 10 weeks of training.
Collapse
Affiliation(s)
- Bouwien Cm Smits-Engelsman
- Department of Health & Rehabilitation Sciences, Faculty of Health Sciences, University, Cape Town, South Africa; Physical Activity, Sport and Recreation, Faculty Health Sciences, North-West University, Potchefstroom, South Africa.
| | - Emmanuel Bonney
- Institute of Child Development, University of Minnesota, MN, USA; Masonic Institute for the Developing Brain, University of Minnesota, MN, USA
| | - Dorothee Jelsma
- Department of Clinical and Developmental Neuropsychology, University of Groningen, Groningen, the Netherlands
| |
Collapse
|
7
|
Rafiei Milajerdi H, Ordooiazar F, Dewey D. [Formula: see text]Is active video gaming associated with improvements in social behaviors in children with neurodevelopmental disorders: a systematic review. Child Neuropsychol 2023; 29:1-27. [PMID: 35236234 DOI: 10.1080/09297049.2022.2046721] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 10/18/2022]
Abstract
Active video gaming (AVG) is a way that children with neurodevelopmental disorders can participate in social play and could be associated with improvements in social behaviors. However, limited research has investigated if AVG is associated with improvements in social behaviors in children and adolescents with neurodevelopmental disorders. A systematic literature search was conducted in Medline, Embase, Psycinfo, Cinahl, and Eric, Web of Science, and Scopus. Three main concepts were searched: exergaming, neurodevelopmental disorders, and social behaviors. Keywords and subject headings were used for each concept. 3080 articles were identified in the initial search in 2019; in January 2021, 167 additional articles were identified. Of these, 8 studies with 242 children with autism spectrum disorder, cerebral palsy, or developmental coordination disorder were included in this review. Six studies reported that participation in AVG was associated with improved social functioning, social interaction, emotional well-being, and social/emotional skills in children with ASD, CP, and DCD. In contrast, two studies that included children diagnosed with ASD did not find any association between AVG participation and social behaviors. The findings of this systematic review suggest that participation in an AVG intervention may be associated with improved social behaviors in children and adolescents with ASD, CP, and DCD. However, due to the limited number of studies included, this finding must be interpreted with caution. Future research is needed that examines the treatment fidelity of AVG in improving social behavior skills in children with neurodevelopmental disorders and the generalizability of these skills to real-life social situations.
Collapse
Affiliation(s)
| | | | - Deborah Dewey
- Departments of Paediatrics and Community Health Sciences, Cumming School of Medicine, University of Calgary, Calgary, AB, Canada.,Owerko Centre, Alberta Children's Hospital Research Institute, Cumming School of Medicine, University of Calgary, Calgary, AB, Canada.,Hotchkiss Brain Institute, Cumming School of Medicine, University of Calgary, Calgary, AB, Canada
| |
Collapse
|
8
|
Jelsma LD, Cavalcante Neto JL, Smits-Engelsman B, Targino Gomes Draghi T, Araújo Rohr L, Tudella E. Type of active video-games training does not impact the effect on balance and agility in children with and without developmental coordination disorder: A randomized comparator-controlled trial. APPLIED NEUROPSYCHOLOGY. CHILD 2023; 12:64-73. [PMID: 35098823 DOI: 10.1080/21622965.2022.2030740] [Citation(s) in RCA: 2] [Impact Index Per Article: 2.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 01/04/2023]
Abstract
AIM To compare the effect of the Nintendo Wii-Fit and Xbox Kinect on motor performance and to assess differential effects in children with Developmental Coordination Disorder (DCD) and typical development (TD). METHOD In an assessor-blinded randomized comparator-controlled design, 68 participants (34 DCD and 34 TD) aged 7-10 years, were randomly assigned to train on one of two devices (34 Wii-Fit; 34 Xbox Kinect). RESULTS Repeated measure ANOVA revealed a significant main effect of time on balance and agility variables (MABC-2, Wii Yoga stance, PERF-FIT side-hop, PERF-FIT ladder-stepping; all p ≤ 0.02), but not on running variables (BOT2-sprint, 10 × 5 m sprint and PERF-FIT ladder running; p > 0.05). No significant interactions were observed, indicating similar changes on both devices. Overall, 35% of the TD children and 76% of the children with DCD improved on one or more of the outcomes beyond the smallest detectable difference. However, at the individual level, larger differences in improvement were found in the Kinect group compared to the Wii between TD and DCD groups. CONCLUSION Both Wii-Fit and Kinect devices can be used to train with similar results on motor performance. An important percentage (76%) of children with DCD improved on at least one motor task after training.
Collapse
Affiliation(s)
- Lemke Dorothee Jelsma
- Developmental and Clinical Neuropsychology, University of Groningen, Groningen, Netherlands
| | | | - Bouwien Smits-Engelsman
- Department of Health and Rehabilitation Sciences, University of Cape Town, Groote Schuur Hospital, Cape Town, South Africa
| | | | - Liz Araújo Rohr
- Department of Physiotherapy, Federal University of Sao Carlos, Sao Carlos, Brazil
| | - Eloisa Tudella
- Department of Physiotherapy, Federal University of Sao Carlos, Sao Carlos, Brazil
| |
Collapse
|
9
|
Hashemi A, Khodaverdi Z, Zamani MH. Effect of Wii Fit training on visual perception and executive function in boys with developmental coordination disorders: A randomized controlled trial. RESEARCH IN DEVELOPMENTAL DISABILITIES 2022; 124:104196. [PMID: 35176724 DOI: 10.1016/j.ridd.2022.104196] [Citation(s) in RCA: 4] [Impact Index Per Article: 2.0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Received: 09/14/2021] [Revised: 01/08/2022] [Accepted: 02/08/2022] [Indexed: 06/14/2023]
Abstract
BACKGROUND This paper elucidated the influence of Wii Fit training on visual perception and executive function in boys with developmental coordination disorders (DCD). METHODS 50 school boy with DCD (Mean Age = 9.55 ± 2.24) were randomly assigned to one of two groups, Wii Fit training (intervention; n = 25) or usual school program (control; n = 25). Visual perception and executive function were measured pre-, post- (8 weeks, 3 sessions per week, 30 minute per session), using Cognitive Assessment System (CAS) and Test of Visual-Perceptual Skills-Revised (TVPS-R), respectively. Pre- and post-test changes in executive function and visual perception were calculated using one-way ANCOVA, with pre-test values as covariate and post-test values as dependent variables. RESULTS The findings show that the rates of change in total score of visual perception from pre to post were significantly different between groups (F(1, 47) = 660.76, P = 0.024). Similarly, intervention group showed significantly different rates of change in total score of executive function from pre to post (F (1, 47) = 26.15, P = 0.013). CONCLUSION Findings support that when developing interventions for the improvement or management of visual perception and executive function in children with DCD, key stakeholders should include the Wii Fit training programs.
Collapse
Affiliation(s)
- Ayoub Hashemi
- Dep. of Physical Education and Sport Sciences, University of Tehran, Tehran, Iran.
| | - Zeinab Khodaverdi
- Department of Biobehavioral Sciences, Teachers College, Columbia University, New York, NY, USA.
| | - Mohammad Hossein Zamani
- Dep. of Physical Education and Sport Sciences, University of Ferdowsi Mashhad, Mashhad, Iran.
| |
Collapse
|
10
|
Lancioni GE, Singh NN, O'Reilly M, Sigafoos J, Alberti G, Desideri L. Programs Using Stimulation-Regulating Technologies to Promote Physical Activity in People With Intellectual and Multiple Disabilities: Scoping Review. JMIR Rehabil Assist Technol 2022; 9:e35217. [PMID: 35389365 PMCID: PMC9031065 DOI: 10.2196/35217] [Citation(s) in RCA: 2] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 11/25/2021] [Revised: 01/04/2022] [Accepted: 03/21/2022] [Indexed: 12/22/2022] Open
Abstract
Background People with intellectual and multiple disabilities tend to engage in very low levels of physical activity. Objective This review paper aims to provide a comprehensive picture of intervention programs using stimulation-regulating technologies to promote forms of physical activity in people with intellectual and multiple disabilities. Methods Following the PRISMA-ScR (Preferred Reporting Items for Systematic Reviews and Meta-Analyses extension for Scoping Reviews) checklist, a scoping review was conducted to identify and provide a synthesis of eligible studies published in English between 2010 and 2021. Studies were identified by searching PubMed, Web of Science, PsycINFO, ERIC, and CINAHL as well as by using Google Scholar and manual searches. Studies were included if they involved individuals with intellectual or multiple disabilities, used stimulation-regulating technology systems to help participants engage in physical activity, and reported data on the impact of the intervention. Results A total of 42 studies met the inclusion criteria. These studies were divided into 2 groups based on whether they pursued the increase in physical activity through technology-aided delivery of brief periods of preferred stimulation contingent on specific responses or the use of video games (exergames) and related auditory and visual stimulation. Subsequently, a narrative synthesis of the studies was provided. Conclusions The evidence reported by the 2 groups of studies is encouraging. However, further research is needed to compare the overall applicability and impact of the intervention strategies proposed by these groups of studies.
Collapse
Affiliation(s)
- Giulio E Lancioni
- Department of Neuroscience and Sense Organs, University of Bari, Bari, Italy
| | - Nirbhay N Singh
- Department of Psychiatry and Health Behavior, Augusta University, Augusta, GA, United States
| | - Mark O'Reilly
- Department of Special Education, University of Texas at Austin, Austin, TX, United States
| | - Jeff Sigafoos
- School of Education, Victoria University of Wellington, Wellington, New Zealand
| | | | | |
Collapse
|
11
|
Zhang W, Velez D. Effects of COVID-19 on Physical Activity and Its Relationship With Mental Health in a US Community Sample: Cross-sectional, Convenience Sampling-based Online Survey. JMIR Form Res 2022; 6:e32387. [PMID: 35302509 PMCID: PMC8982649 DOI: 10.2196/32387] [Citation(s) in RCA: 3] [Impact Index Per Article: 1.5] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Journal Information] [Subscribe] [Scholar Register] [Received: 07/25/2021] [Revised: 01/31/2022] [Accepted: 03/17/2022] [Indexed: 11/23/2022] Open
Abstract
Background COVID-19 restrictions may make it difficult for people to engage in the recommended amounts of physical activity (PA). Objective The influence of the COVID-19 pandemic on PA, as well as the links between PA and mental health, was investigated in this study. Methods Participants were recruited using convenience sampling and responded to an online survey between April 15 and July 1, 2021, with ages ranging from 18 to 24 years (n=156, 40.9% of the sample) to ≥55 years (n=28, 7.4% of the sample). To assess general psychological distress, depression, anxiety, and pandemic anxiety, a battery of mental health assessments was used. The International Physical Activity Questionnaire - Short Form was used to collect PA data from participants, who were then classified as inactive, minimally active, or highly active. Participants also indicated the locations where they performed PA before and during COVID-19. Results A sample of 381 individuals was included in this research. The logistic regression analysis results were interpreted as odds ratios (ORs), where an OR higher than 1 indicated a greater chance of an event occurring and an OR less than 1 implied a lower likelihood of an event occurring. Logistic regression results revealed that inactive individuals were more likely to develop psychological distress (OR 2.17, 95% CI 1.27-3.69, P=.004), depression (OR 3.81, 95% CI 1.92-7.57, P<.001), and anxiety (OR 1.86, 95% CI 0.99-3.47, P=.05) as compared to highly active individuals. Furthermore, when compared to highly active people, those who were only minimally active had a higher risk of depression (OR 2.14, 95% CI 1.05-4.33, P=.04). Wilcoxon signed-rank tests revealed that COVID-19 has a greater impact on reducing the chances of less active individuals engaging in PA outside and in public spaces. Highly active people's physical exercise locations had changed less, and their exercise frequency at home increased. Conclusions Programmatic and policy interventions geared particularly toward enhancing PA among those less active may be a helpful strategy for addressing the worldwide pandemic’s mental health crisis.
Collapse
Affiliation(s)
- Wei Zhang
- Department of Psychology, New Jersey City University, Jersey City, NJ, United States
| | - Dominick Velez
- Department of Psychology, New Jersey City University, Jersey City, NJ, United States
| |
Collapse
|
12
|
Yan H, Li Q, Yu K, Zhao G. Large-scale network dysfunction in youths with Internet gaming disorder: a meta-analysis of resting-state functional connectivity studies. Prog Neuropsychopharmacol Biol Psychiatry 2021; 109:110242. [PMID: 33434637 DOI: 10.1016/j.pnpbp.2021.110242] [Citation(s) in RCA: 14] [Impact Index Per Article: 4.7] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 09/21/2020] [Revised: 11/25/2020] [Accepted: 01/04/2021] [Indexed: 10/22/2022]
Abstract
Internet gaming disorder (IGD) has been defined as a specific behavioral disorder, associated with abnormal interactions among large-scale brain networks. Researchers have sought to identify the network dysfunction in IGD using resting-state functional connectivity (rsFC). However, results across studies have not reached an agreement yet and the mechanism remains unclear. The present research aimed to investigate network dysfunction in IGD through a meta-analysis of rsFC studies. Twenty-two seed-based voxel-wise rsFC studies from 25 publications (594 individuals with IGD and 496 healthy controls) were included. By categorizing seeds into seed-networks based on their location within a prior functional network parcellations, we performed a Multilevel kernel density analysis (MKDA) within each seed-network to identify which brain systems showed abnormal interaction with particular seed-network in individuals with IGD. Compared to healthy control groups, individuals with IGD exhibited significant hypoconnectivity within the default mode network, and enhanced connectivity between the default mode network and insula within the ventral attention network. IGD was also associated with increased connectivity between the ventral attention network and somatomotor regions. Furthermore, the IGD groups showed hyperconnectivity between the limbic network and regions of the frontoparietal network. The results suggest that individuals with IGD show large-scale functional network alteration which underpins their core symptoms including poor emotional competence, cue-reactivity and craving, habitual addictive behaviors and impaired executive control. Whether the compensation mechanism exists in IGD is discussed, and further research is needed. The findings provide a neurocognitive network model of IGD, which may serve as functional biomarkers for IGD and have potentials for development of effective diagnosis and therapeutic interventions.
Collapse
Affiliation(s)
- Haijiang Yan
- CAS Key Laboratory of Behavioral Science, Institute of Psychology, Chinese Academy of Sciences, Beijing, China; Department of Psychology, University of Chinese Academy of Sciences, Beijing, China
| | - Qi Li
- CAS Key Laboratory of Behavioral Science, Institute of Psychology, Chinese Academy of Sciences, Beijing, China; Department of Psychology, University of Chinese Academy of Sciences, Beijing, China; Beijing Key Laboratory of Learning and Cognition, Department of Psychology, Capital Normal University, Beijing, China
| | - Kai Yu
- CAS Key Laboratory of Behavioral Science, Institute of Psychology, Chinese Academy of Sciences, Beijing, China; Department of Psychology, University of Chinese Academy of Sciences, Beijing, China
| | - Guozhen Zhao
- CAS Key Laboratory of Behavioral Science, Institute of Psychology, Chinese Academy of Sciences, Beijing, China; Department of Psychology, University of Chinese Academy of Sciences, Beijing, China.
| |
Collapse
|
13
|
Smits-Engelsman B, Bonney E, Ferguson G. Effects of Graded Exergames on Fitness Performance in Elementary School Children With Developmental Coordination Disorder. Front Sports Act Living 2021; 3:653851. [PMID: 33969297 PMCID: PMC8100245 DOI: 10.3389/fspor.2021.653851] [Citation(s) in RCA: 10] [Impact Index Per Article: 3.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 01/15/2021] [Accepted: 02/24/2021] [Indexed: 01/03/2023] Open
Abstract
Developmental Coordination Disorder (DCD) is a common childhood disorder affecting movement and coordination skills, fitness, and academic performance. Increased physical fitness may have a positive influence on physical and mental health outcomes in children with DCD. Yet, little has been done to develop interventions to improve fitness performance in this group. The purpose of this study was to determine the effects of graded exergames in 7 to 12-year-old children with DCD and typically developing (TD) peers. Participants (32 DCD and 28 TD children) received a 30-min training session twice weekly for 10 weeks. Performance on motor coordination (MABC-2 test), balance, aerobic, and anaerobic fitness tests were assessed at the beginning and end of training. In addition, enjoyment and perception of exertion were measured for each participant during the training period. Both children with DCD and TD children significantly improved on motor coordination, balance, aerobic, and anaerobic fitness at the end of the training. A significant Group by Time interaction was observed on the MABC-2 total [F (1, 55) = 13.19; p < 0.001] and balance scores [F (1, 55) = 26.83; p < 0.0001], with the DCD group demonstrating larger improvements than the TD children. Both groups enjoyed the program throughout the training period even though they rated the training to be of high intensity. These findings indicate that graded exergames may serve as potential treatment for impaired fitness in children with DCD. Regular participation in graded exergames in school settings may be needed to enhance and maintain fitness performance in young children with and without DCD.
Collapse
Affiliation(s)
- Bouwien Smits-Engelsman
- Department of Health and Rehabilitation Sciences, Faculty of Health Sciences, University of Cape Town, Cape Town, South Africa
| | - Emmanuel Bonney
- Elison Laboratory for Developmental Brain and Behavior Research, Institute of Child Development, University of Minnesota, Minneapolis, MN, United States
| | - Gillian Ferguson
- Department of Health and Rehabilitation Sciences, Faculty of Health Sciences, University of Cape Town, Cape Town, South Africa
| |
Collapse
|
14
|
dos Santos IK, de Medeiros RCDSC, de Medeiros JA, de Almeida-Neto PF, de Sena DCS, Cobucci RN, Oliveira RS, Cabral BGDAT, Dantas PMS. Active Video Games for Improving Mental Health and Physical Fitness-An Alternative for Children and Adolescents during Social Isolation: An Overview. INTERNATIONAL JOURNAL OF ENVIRONMENTAL RESEARCH AND PUBLIC HEALTH 2021; 18:ijerph18041641. [PMID: 33572159 PMCID: PMC7915633 DOI: 10.3390/ijerph18041641] [Citation(s) in RCA: 12] [Impact Index Per Article: 4.0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Download PDF] [Figures] [Subscribe] [Scholar Register] [Received: 11/26/2020] [Revised: 01/25/2021] [Accepted: 01/28/2021] [Indexed: 12/11/2022]
Abstract
The aim of this study was to synthesize the evidence on the effects of active video games (AVGs) on mental health, physical fitness and body composition of children and adolescents. A search was conducted in the following databases: PubMed; MEDLINE (by Ovid); SportDiscus, Cochrane library systematic reviews (CENTRAL) and EMBASE with no language restrictions during October 2020. Reviews on the use of AVGs were included in the study. We use the AMSTAR (A MeaSurement Tool to Assess systematic Reviews) scale to analyze the methodological quality of the studies. Seventeen systematic reviews and meta-analyzes were included on the effects of AVGs with 30 to 4728 children and adolescents of both sexes with ages ranging from 6 to 19 years. In five studies, the population was overweight or obese. Regarding the quality, 12 studies were of moderate quality, two had high quality, two had low quality and one showed very low quality. The analyzed data indicate that the use of AVGs with a frequency of 1 to 3 times a week with durations of between 10 and 90 min per day shows positive effects on mental health and physical functioning. There was moderate quality evidence that AVGs can result in benefits for self-esteem, increased energy expenditure, physical activity and reduced body mass index in children and adolescents who used AVGs in the home environment. Further research is needed on this tool to help in the process of social isolation and consequently in promoting health and well-being.
Collapse
Affiliation(s)
- Isis Kelly dos Santos
- Graduate Program in Health Sciences, Federal University of Rio Grande do Norte, Natal 59078-970, Brazil; (I.K.d.S.); (R.C.d.S.C.d.M.); (J.A.d.M.)
| | | | - Jason Azevedo de Medeiros
- Graduate Program in Health Sciences, Federal University of Rio Grande do Norte, Natal 59078-970, Brazil; (I.K.d.S.); (R.C.d.S.C.d.M.); (J.A.d.M.)
| | - Paulo Francisco de Almeida-Neto
- Graduate Program in Physical Education, Federal University of Rio Grande do Norte, Natal 59078-970, Brazil; (P.F.d.A.-N.); (D.C.S.d.S.)
| | - Dianne Cristina Souza de Sena
- Graduate Program in Physical Education, Federal University of Rio Grande do Norte, Natal 59078-970, Brazil; (P.F.d.A.-N.); (D.C.S.d.S.)
| | - Ricardo Ney Cobucci
- Biotechnology Graduate Program, Potiguar University of Rio Grande do Norte, Natal 59078-970, Brazil;
| | - Ricardo Santos Oliveira
- Department of Physical Activity, Federal University of Rio Grande do Norte, Natal 59078-970, Brazil; (R.S.O.); (B.G.d.A.T.C.)
| | | | - Paulo Moreira Silva Dantas
- Graduate Program in Health Sciences, Federal University of Rio Grande do Norte, Natal 59078-970, Brazil; (I.K.d.S.); (R.C.d.S.C.d.M.); (J.A.d.M.)
- Department of Physical Activity, Federal University of Rio Grande do Norte, Natal 59078-970, Brazil; (R.S.O.); (B.G.d.A.T.C.)
- Correspondence: ; Tel./Fax: +55-84-3215-3450
| |
Collapse
|
15
|
EbrahimiSani S, Sohrabi M, Taheri H, Agdasi MT, Amiri S. Effects of virtual reality training intervention on predictive motor control of children with DCD - A randomized controlled trial. RESEARCH IN DEVELOPMENTAL DISABILITIES 2020; 107:103768. [PMID: 33161293 DOI: 10.1016/j.ridd.2020.103768] [Citation(s) in RCA: 15] [Impact Index Per Article: 3.8] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Received: 02/11/2020] [Revised: 08/20/2020] [Accepted: 08/20/2020] [Indexed: 06/11/2023]
Abstract
It has been hypothesised that deficits in the functions of predictive motor control and internal modeling may contribute to motor control issues of children with Developmental Coordination Disorder (DCD). Virtual reality (VR) technologies have great potential to provide opportunity for Motor observation and motor imagery (MI) which could enhance learning and development of motor skills in children with DCD. Thus, the present study aimed to investigate the benefits of a VR training intervention to improve predictive motor control functions of children with DCD. Forty female children with DCD (aged 7-10) were randomly assigned to VR and control groups. In this study, an experimental pre-post and follow-up design was used, and Predictive motor control functions were measured before and after the VR intervention and two-months later. Predictive motor control was evaluated using MI (by hand rotation task), action planning (by sword placement task), and rapid and online control (by rotational tracking task) tests. VR intervention consisted of a selection of Xbox 360 Kinect games that were performed for sixteen 30-min sessions over 8 weeks. Compared to the control group, the VR group improved significantly on measures of MI, motor planning, and rapid and online control scores from pre- to post-test and retained their performance to follow-up. Overall, it seems that virtual reality training program may be used as an appropriate intervention approach for developing the ability of MI and predictive motor control functions in DCD children.
Collapse
Affiliation(s)
- Soghra EbrahimiSani
- Department of Motor Behavior, Faculty of Sport Sciences, Ferdowsi University of Mashhad, Mashhad, Iran.
| | - Mehdi Sohrabi
- Department of Motor Behavior, Faculty of Sport Sciences, Ferdowsi University of Mashhad, Mashhad, Iran.
| | - Hamidreza Taheri
- Department of Motor Behavior, Faculty of Sport Sciences, Ferdowsi University of Mashhad, Mashhad, Iran.
| | - Mohammad Tagi Agdasi
- Department of Motor Behavior, Faculty of Sport Sciences, University of Tabriz, Tabriz, Iran.
| | - Shahrokh Amiri
- Research Center of Psychiatry and Behavioral Sciences, Tabriz University of Medical Sciences, Tabriz, Iran.
| |
Collapse
|
16
|
Smits-Engelsman B, Bonney E, Ferguson G. Motor skill learning in children with and without Developmental Coordination Disorder. Hum Mov Sci 2020; 74:102687. [PMID: 33017722 DOI: 10.1016/j.humov.2020.102687] [Citation(s) in RCA: 5] [Impact Index Per Article: 1.3] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 12/28/2019] [Revised: 07/10/2020] [Accepted: 09/17/2020] [Indexed: 11/30/2022]
Abstract
OBJECTIVE The question whether children with DCD have motor learning deficits is difficult to answer based on the current body of knowledge. The aim of this study was to examine the impact of practice on motor skill acquisition, retention and transfer in children with and without DCD using a variety of games in a virtual environment. METHOD Performance on a criterion task (Wii ski game) and MABC-2 balance subscore was compared between children with DCD (n = 33) and TD children (n = 28) following 10 weeks of playing active video games. Repeated measures ANOVA was used to compare changes in the two groups. RESULTS The children with DCD demonstrated lower performance on the criterion task than the TD group (p = 0.031). A time by group interaction indicated that the difference in performance on the criterion task became larger over time (p = 0.039). No differences were found in retention between groups. Large improvement (Cohen d 1.11) was observed for the children with DCD on the MABC-2 balance subscore. CONCLUSION Based on the criterion task results, typically developing children seem more proficient in learning new skills compared to children with DCD. More research is needed to confirm that children with DCD have a problem to transfer skills to other contexts.
Collapse
Affiliation(s)
- Bouwien Smits-Engelsman
- Department of Health & Rehabilitation Sciences, University of Cape Town, Cape Town, South Africa, Department of Health & Rehabilitation Sciences, Faculty of Health Sciences, University of Cape Town, Cape Town, South Africa.
| | - Emmanuel Bonney
- Department of Health & Rehabilitation Sciences, University of Cape Town, Cape Town, South Africa, Department of Health & Rehabilitation Sciences, Faculty of Health Sciences, University of Cape Town, Cape Town, South Africa; Institute of Child Development, University of Minnesota, Minneapolis, USA
| | - Gillian Ferguson
- Department of Health & Rehabilitation Sciences, University of Cape Town, Cape Town, South Africa, Department of Health & Rehabilitation Sciences, Faculty of Health Sciences, University of Cape Town, Cape Town, South Africa
| |
Collapse
|
17
|
Cameron KL, Albesher RA, McGinley JL, Allison K, Cheong JLY, Spittle AJ. Movement-based interventions for preschool-age children with, or at risk of, motor impairment: a systematic review. Dev Med Child Neurol 2020; 62:290-296. [PMID: 31713851 DOI: 10.1111/dmcn.14394] [Citation(s) in RCA: 6] [Impact Index Per Article: 1.5] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Accepted: 10/10/2019] [Indexed: 12/11/2022]
Abstract
AIM To explore the efficacy of movement-based interventions to improve motor skills in preschool-age children with, or at risk of, motor impairment, including those with a diagnosis of cerebral palsy, autism spectrum disorder, and developmental coordination disorder. METHOD Relevant electronic databases were searched for randomized or quasi-randomized controlled trials. Outcomes were classified using domains of the International Classification of Functioning, Disability and Health: Children & Youth version. Quality was assessed using the Physiotherapy Evidence Database scale. Risk of bias was assessed using the Cochrane Risk of Bias tool. Effect sizes were calculated using Cohen's d. RESULTS Seventeen articles exploring a heterogeneity of intervention types, population groups, and outcome measures met the inclusion criteria. Movement-based interventions did not significantly improve outcomes in either the body structure and function or activity domains in most studies. No studies used a participation outcome measure. INTERPRETATION There is a paucity of evidence exploring movement-based interventions in the preschool-age group. Although movement-based interventions showed potential for improving body structure and function and activity outcomes for children with motor impairment, results were mostly not significant. Small sample sizes, variable study quality, and risk of bias limit confidence in the results. WHAT THIS PAPER ADDS The evidence is inconclusive to support movement-based interventions in this group. No studies used outcome measures assessing participation. Variability in intervention type and study quality limit confidence in results.
Collapse
Affiliation(s)
- Kate L Cameron
- Department of Physiotherapy, University of Melbourne, Melbourne, VIC, Australia.,Victorian Infant Brain Studies, Murdoch Children's Research Institute, Melbourne, VIC, Australia
| | - Reem A Albesher
- Department of Physiotherapy, University of Melbourne, Melbourne, VIC, Australia.,Victorian Infant Brain Studies, Murdoch Children's Research Institute, Melbourne, VIC, Australia.,Princess Nourah Bint Abdulrahman University, Riyadh, Saudi Arabia
| | - Jennifer L McGinley
- Department of Physiotherapy, University of Melbourne, Melbourne, VIC, Australia
| | - Kim Allison
- Department of Physiotherapy, University of Melbourne, Melbourne, VIC, Australia
| | - Jeanie L Y Cheong
- Victorian Infant Brain Studies, Murdoch Children's Research Institute, Melbourne, VIC, Australia.,Neonatal Research, Royal Women's Hospital, Melbourne, VIC, Australia.,Department of Obstetrics and Gynaecology, University of Melbourne, Melbourne, VIC, Australia
| | - Alicia J Spittle
- Department of Physiotherapy, University of Melbourne, Melbourne, VIC, Australia.,Victorian Infant Brain Studies, Murdoch Children's Research Institute, Melbourne, VIC, Australia.,Neonatal Research, Royal Women's Hospital, Melbourne, VIC, Australia
| |
Collapse
|
18
|
Nobusako S, Tsujimoto T, Sakai A, Shuto T, Furukawa E, Osumi M, Nakai A, Maeda T, Morioka S. Manual Dexterity is not Related to Media Viewing but is Related to Perceptual Bias in School-Age Children. Brain Sci 2020; 10:brainsci10020100. [PMID: 32069947 PMCID: PMC7071373 DOI: 10.3390/brainsci10020100] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 02/04/2020] [Revised: 02/12/2020] [Accepted: 02/12/2020] [Indexed: 12/03/2022] Open
Abstract
Although the media can have both negative and positive effects on children’s cognitive and motor functions, its influence on their perceptual bias and manual dexterity is unclear. Thus, we investigated the association between media viewing time, media preference level, perceptual bias, and manual dexterity in 100 school-aged children. Questionnaires completed by children and their parents were used to ascertain media viewing time and preference levels. Perceptual bias and manual dexterity were measured using the visual-tactile temporal order judgment task and Movement Assessment Battery for Children—2nd edition, respectively. There were significant positive correlations between age and media viewing time and between media viewing time and media preference level. There was also a significant negative correlation between visual bias and manual dexterity. Hierarchical multiple regression analysis revealed that increasing visual bias was a significant predictor of decreasing manual dexterity. Further, children with low manual dexterity showed significant visual bias compared to those with high manual dexterity, when matched for age and gender. The present results demonstrated that, in school-aged children, although viewing media was not associated with perceptual bias and manual dexterity, there was a significant association between perceptual bias and manual dexterity.
Collapse
Affiliation(s)
- Satoshi Nobusako
- Neurorehabilitation Research Center, Kio University, Nara 635-0832, Japan
- Graduate School of Health Science, Kio University, Nara 635-0832, Japan
- Correspondence: ; Tel.: +81-745-54-1601
| | - Taeko Tsujimoto
- Department of Rehabilitation, Nishide Clinic, Osaka 532-0002, Japan
| | - Ayami Sakai
- Department of Rehabilitation, Higashi Osaka Yamaji Hospital, Osaka 578-0925, Japan
| | - Takashi Shuto
- Department of Home-Visit Rehabilitation, Ishida Clinic, Osaka 592-0002, Japan
| | - Emi Furukawa
- Neurorehabilitation Research Center, Kio University, Nara 635-0832, Japan
| | - Michihiro Osumi
- Neurorehabilitation Research Center, Kio University, Nara 635-0832, Japan
- Graduate School of Health Science, Kio University, Nara 635-0832, Japan
| | - Akio Nakai
- Graduate School of Clinical Education & The Center for the Study of Child Development, Institute for Education, Mukogawa Women’s University, Hyogo 663-8558, Japan
| | - Takaki Maeda
- Department of Neuropsychiatry, Keio University School of Medicine, Tokyo 160-8582, Japan
| | - Shu Morioka
- Neurorehabilitation Research Center, Kio University, Nara 635-0832, Japan
- Graduate School of Health Science, Kio University, Nara 635-0832, Japan
| |
Collapse
|
19
|
Kwak KH, Hwang HC, Kim SM, Han DH. Comparison of Behavioral Changes and Brain Activity between Adolescents with Internet Gaming Disorder and Student Pro-Gamers. INTERNATIONAL JOURNAL OF ENVIRONMENTAL RESEARCH AND PUBLIC HEALTH 2020; 17:ijerph17020441. [PMID: 31936471 PMCID: PMC7014075 DOI: 10.3390/ijerph17020441] [Citation(s) in RCA: 12] [Impact Index Per Article: 3.0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Download PDF] [Figures] [Subscribe] [Scholar Register] [Received: 10/23/2019] [Revised: 01/03/2020] [Accepted: 01/07/2020] [Indexed: 01/07/2023]
Abstract
While pro-gamers play according to defined living habits and planned schedules, adolescents with internet gaming disorder (IGD) exhibit irregular lifestyles and unregulated impulsive gaming behavior. Fourteen IGD adolescents and 12 pro-gaming students participated in this study. At baseline and after one year, demographic data, the Child Behavior Check List (CBCL), depressed mood, anxiety, and resting-state functional magnetic resonance imaging were assessed. Over the year, IGD adolescents played games as per their usual schedule, while pro-gamer students played according to their school’s team schedule. After one year, the pro-gamers’ scores had decreased in the CBCL-total (total problematic behaviors), CBCL-externalizing (under-controlled behavior, like impulsivity and aggression), and CBCL-internalizing (over-controlled behavior like depression and anxiety) compared to those of the IGD adolescents. Both groups displayed increased brain activity in the parietal lobe (a component of the attention network) over the years. Compared to pro-gamers, IGD adolescents showed higher brain activity within the left orbitofrontal cortex. Brain activity within the orbitofrontal cortex was associated with CBCL-externalizing scores. These results suggest that gaming had increased the attention network’s brain activity, but a well-organized support system could lead to different results, in terms of improved behaviors and suppressing brain activity within the orbitofrontal cortex.
Collapse
|
20
|
Zayeni D, Raynaud JP, Revet A. Therapeutic and Preventive Use of Video Games in Child and Adolescent Psychiatry: A Systematic Review. Front Psychiatry 2020; 11:36. [PMID: 32116851 PMCID: PMC7016332 DOI: 10.3389/fpsyt.2020.00036] [Citation(s) in RCA: 36] [Impact Index Per Article: 9.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 07/28/2019] [Accepted: 01/13/2020] [Indexed: 01/19/2023] Open
Abstract
BACKGROUND Over the past decade, the use of commercial video games and serious games has developed in child and adolescent psychiatry. These games may become relevant alternatives or adjuncts to traditional psychotherapy, providing that their effectiveness is properly established. The purpose of this literature review was to evaluate the effectiveness of serious games and commercial video games in the treatment or prevention of psychiatric disorders in children and adolescents. METHODS Medline's database was used to search articles published between January 2012 and July 2019. The following keywords were used for this search: "Video games" OR "Active video game" OR "serious gaming" OR "Serious game" OR "Exergame" AND "Child mental disorder" OR "Adolescent" OR "Child" AND "Therapy" OR "Prevention". Only comparative studies which targeted interventions on children and adolescents suffering from psychiatric disorders were included. RESULTS Twenty-two studies, focusing on a wide range of psychiatric conditions, met our inclusion criteria's: 14 evaluated serious games and 8 commercial games. All studies were randomized controlled trials but only two studies compared the intervention game to psychotherapeutic gold standard; other studies used a no-intervention control group or an alternative game as the control group. Eighteen studies reported significant improvements on the symptoms and test scores targeted. CONCLUSION Serious games and commercially available video games can be an effective trajectory for psychotherapy in child and adolescent psychiatry. However, there is a lack of longitudinal studies which assess the sustained effects of these games, and standards for proper evaluation of their effectiveness are missing.
Collapse
Affiliation(s)
- Darius Zayeni
- Service Universitaire de Psychiatrie de l'Enfant et de l'Adolescent, CHU de Toulouse, Toulouse, France
| | - Jean-Philippe Raynaud
- Service Universitaire de Psychiatrie de l'Enfant et de l'Adolescent, CHU de Toulouse, Toulouse, France.,UMR 1027, Inserm, Université Toulouse III, Toulouse, France
| | - Alexis Revet
- Service Universitaire de Psychiatrie de l'Enfant et de l'Adolescent, CHU de Toulouse, Toulouse, France.,UMR 1027, Inserm, Université Toulouse III, Toulouse, France
| |
Collapse
|