Using Technology for Physical Activity: A Pilot Study on Heart Rate Response and Game Preferences.

This exploratory study sought to determine the effectiveness of using active video games, also known as exergames, to promote physical activity in persons with intellectual and developmental disabilities (IDD) and whether participants had difference in heart rate response and personal preferences fo...

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Published in:Annual in Therapeutic Recreation Vol. 23; pp. 31 - 41
Main Authors: Coyle, Catherine, Shank, John, Wilhite, Barbara, Komaroff, Eugene
Format: research tables/charts Journal Article
Published: American Therapeutic Recreation Association (ATRA) 2016
Online Access:View this record in EBSCOhost
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      dt: 2016
      vid: 23
      pid: 68807
      pub: American Therapeutic Recreation Association (ATRA)
      place: Hattiesburg, Mississippi
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        atl: Using Technology for Physical Activity: A Pilot Study on Heart Rate Response and Game Preferences.
      aug:
        au:
          Coyle, Catherine
          Shank, John
          Wilhite, Barbara
          Komaroff, Eugene
        affil: Department of Rehabilitation Sciences, Temple University, Philadelphia, PA
      sug:
        subj:
          Developmental Disabilities Therapy
          Intellectual Disability Therapy
          Recreational Therapy
          Exergames
          Physical Activity
          Heart Rate
          Treatment Outcomes
          Human
          Pilot Studies
          Exploratory Research
          Crossover Design
          Male
          Female
          Adult
          Confidence Intervals
          Data Analysis Software
          Descriptive Statistics
          Adult: 19-44 years
          Male
          Female
      ab: This exploratory study sought to determine the effectiveness of using active video games, also known as exergames, to promote physical activity in persons with intellectual and developmental disabilities (IDD) and whether participants had difference in heart rate response and personal preferences for Nintendo's Wii™ Sports versus Sony Play Station's Dance Dance Revolution® (DDR®). Using a cross-over design, subjects (n=23) participated in two 45-minute sessions that incorporated both DDR® and Wii™ Sports. While both exergames resulted in increased heart rate (HR), DDR® game play proved to be statistically more effective in elevating HR than Wii™ game play (p=0.006). A preference for Wii™ Sports was reported. Findings indicate that these particular exergames appear to be a feasible, effective, and enjoyable option for increasing physical activity levels in this population and is deserving of continued investigation.
      pubtype: Academic Journal
      doctype:
        research
        tables/charts
        Journal Article
      ougenre: Article
    language: English
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