Aperçu: G.M.
L'étude compare l'activité physique pendant les période de jeux vidéo sédentaire (SVG), de jeux vidéo actifs (AVG) et de marche organisée
chez des enfants avec et sans trouble du spectre autistique (ASD) pour
déterminer l'efficacité de l'AVG dans la fourniture d'une activité
physique modérée à vigoureuse. Un
accéléromètre optique a fourni des comptes d'activité (AC) et un
pourcentage de temps dans une activité physique modérée à vigoureuse (%
MVPA).
Les
comparaisons ont indiqué que l'AVG avait une AC (P
<0,001) et un MVPA (P <0,001) significativement plus élevée que le
SVG, mais était significativement plus faible que la marche à pied (AC P
<0,001;% MVPA P <0,01).
Dans
l'ensemble, les participants ont passé 76,25% de leur temps dans MVPA
pendant AVG, contre 99,4% pendant la marche à pied et 2,31% en SVG.
L'AVG
peut fournir un moyen attrayant par lequel tous les individus peuvent
augmenter leurs niveaux d'activité physique globale, bien que l'AVG ne
soit pas considéré comme un remplacement pour la marche ou d'autres
formes d'activité physique.
Les
jeux peuvent éventuellement être joués sans modifications ni adaptations, ce qui peut offrir plusieurs avantages en termes
d'unité sociale / coût / facilité d'accès.
Games Health J. 2017 Apr 4. doi: 10.1089/g4h.2016.0083.
Physical Activity Levels in Children With and Without Autism Spectrum Disorder When Playing Active and Sedentary Xbox Kinect Videogames
Golden D1, Getchell N1.
Author information
- 1
- Department of Kinesiology and Applied Physiology, University of Delaware , Newark, Delaware.
Abstract
OBJECTIVE:
We compare physical activity during bouts of sedentary videogaming (SVG), active videogaming (AVG), and paced walking in children with and without autism spectrum disorder (ASD) to determine the effectiveness of AVG in providing moderate-to-vigorous physical activity.MATERIALS AND METHOD:
Participants included nine males (8-11 years old) with ASD and eight age-matched males who were typically developing. Both groups had anthropometric and motor proficiency (Movement Assessment Battery for Children II) measures taken before testing. Participants attended three randomly assigned acquisition sessions: 20 minutes of paced walking at 4.5 metabolic equivalents, AVG, and SVG. Videogaming occurred on an Xbox® Kinect. An Actical accelerometer provided activity counts (AC) and percentage of time in moderate-to-vigorous physical activity (%MVPA). These were compared using 3 × 2 repeated measures analysis of variance for each measure.RESULTS:
Main effects for conditions existed for %MVPA (P < 0.0001) and AC (P < 0.0001). Post hoc Bonferroni comparisons indicated that AVG had significantly higher AC (P < 0.001) and % MVPA (P < 0.001) than SVG, but was significantly lower than paced walking (AC P < 0.001; %MVPA P < 0.01). Overall, participants spent 76.25% of their time in MVPA during AVG compared to 99.4% during paced walking and 2.31% in SVG. No main effects for groups or group by condition interaction effects were found for either measure.CONCLUSIONS:
AVG may provide an appealing means by which all individuals can increase their overall physical activity levels, although AVG should not be seen as a replacement for walking or other forms of PA. Although further research is necessary, the finding that both groups performed similarly in AVG suggests that games can potentially be played without modifications or adaptations to gaming units, which may provide several advantages in terms of social/cost/ease of accessing unit.- PMID: 28375644
- DOI: 10.1089/g4h.2016.0083