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...
| Published in: | Annual in Therapeutic Recreation Vol. 23; pp. 31 - 41 |
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| Main Authors: | , , , |
| Format: | research tables/charts Journal Article |
| Published: |
American Therapeutic Recreation Association (ATRA)
2016
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| Online Access: | View this record in EBSCOhost |
| fields | @attributes: recordID: 1 pdfLink: plink: https://search.ebscohost.com/login.aspx?direct=true&db=ccm&AN=124714713&site=ehost-live header: @attributes: shortDbName: ccm uiTerm: 124714713 longDbName: CINAHL Complete uiTag: AN controlInfo: bkinfo: dissinfo: jinfo: jid: 23282800 YTB jtl: Annual in Therapeutic Recreation issn: 23282800 maglogo: N pubinfo: dt: 2016 vid: 23 pid: 68807 pub: American Therapeutic Recreation Association (ATRA) place: Hattiesburg, Mississippi artinfo: ui: 124714713 124714713 124714713 124714713 ppf: 31 ppct: 10 formats: fmt: @attributes: type: P tig: 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 refInfo: holdings: @attributes: islocal: N |
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